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.
This commit is contained in:
@@ -5,6 +5,7 @@ import json
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from collections import OrderedDict
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from _vendor.collections_extended import bag
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from Utils import int16_as_bytes
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from Tables import normal_offset_table, spiral_offset_table
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class World(object):
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@@ -816,6 +817,8 @@ class Direction(Enum):
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West = 1
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South = 2
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East = 3
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Up = 4
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Down = 5
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class Door(object):
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@@ -827,9 +830,16 @@ class Door(object):
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# rom properties
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self.roomIndex = roomIndex
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self.doorIndex = doorIndex # 0,1,2 + Direction (N:0, W:3, S:6, E:9)
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# 0,1,2 + Direction (N:0, W:3, S:6, E:9) for normal
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# 0-4 for spiral offset thing
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self.doorIndex = doorIndex
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self.layer = layer # 0 for normal floor, 1 for the inset layer
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self.toggle = toggle
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self.quadrant = 2
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self.shiftX = 78
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self.shiftY = 78
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self.zeroHzCam = False
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self.zeroVtCam = False
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# logical properties
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# self.connected = False # combine with Dest?
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@@ -841,11 +851,18 @@ class Door(object):
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def getAddress(self):
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if self.type == DoorType.Normal:
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return 0x13A000 + self.roomIndex * 24 + (self.doorIndex + self.direction.value * 3) * 2
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return 0x13A000 + normal_offset_table[self.roomIndex] * 24 + (self.doorIndex + self.direction.value * 3) * 2
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elif self.type == DoorType.SpiralStairs:
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return 0x13B000 + (spiral_offset_table[self.roomIndex] + self.doorIndex) * 4
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def getTarget(self, toggle):
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layer = 4 * (self.layer ^ 1 if toggle else self.layer)
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return [self.roomIndex, layer + self.doorIndex]
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if self.type == DoorType.Normal:
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layer = 4 * (self.layer ^ 1 if toggle else self.layer)
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return [self.roomIndex, layer + self.doorIndex]
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if self.type == DoorType.SpiralStairs:
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bitmask = 0x10 * int(self.zeroHzCam)
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bitmask += 0x20 * int(self.zeroVtCam)
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return [self.roomIndex, bitmask + self.quadrant, self.shiftX, self.shiftY]
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def __str__(self):
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@@ -14,7 +14,7 @@ def link_doors(world, player):
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connect_simple_door(world, exitName, regionName, player)
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# These connection are here because they are currently unable to be shuffled
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for entrance, ext in spiral_staircases:
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for entrance, ext in spiral_staircases: # these can now be shuffled, maybe
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connect_two_way(world, entrance, ext, player, True)
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for entrance, ext in straight_staircases:
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connect_two_way(world, entrance, ext, player, True)
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@@ -141,7 +141,7 @@ def connect_one_way(world, entrancename, exitname, player, skipSpoiler=False):
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def within_dungeon(world, player):
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# TODO: Add dungeon names to Regions so we can just look these lists up
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dungeon_region_names_es = ['Hyrule Castle Lobby', 'Hyrule Castle West Lobby', 'Hyrule Castle East Lobby', 'Hyrule Castle East Hall', 'Hyrule Castle West Hall', 'Hyrule Castle Back Hall', 'Hyrule Castle Throne Room', 'Hyrule Dungeon Map Room', 'Hyrule Dungeon North Abyss', 'Hyrule Dungeon North Abyss Catwalk', 'Hyrule Dungeon South Abyss', 'Hyrule Dungeon South Abyss Catwalk', 'Hyrule Dungeon Guardroom', 'Hyrule Dungeon Armory', 'Hyrule Dungeon Staircase', 'Hyrule Dungeon Cellblock', 'Sewers Behind Tapestry', 'Sewers Rope Room', 'Sewers Dark Cross', 'Sewers Water', 'Sewers Key Rat', 'Sewers Secret Room', 'Sewers Pull Switch', 'Sanctuary']
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dungeon_region_names_es = ['Hyrule Castle Lobby', 'Hyrule Castle West Lobby', 'Hyrule Castle East Lobby', 'Hyrule Castle East Hall', 'Hyrule Castle West Hall', 'Hyrule Castle Back Hall', 'Hyrule Castle Throne Room', 'Hyrule Dungeon Map Room', 'Hyrule Dungeon North Abyss', 'Hyrule Dungeon North Abyss Catwalk', 'Hyrule Dungeon South Abyss', 'Hyrule Dungeon South Abyss Catwalk', 'Hyrule Dungeon Guardroom', 'Hyrule Dungeon Armory', 'Hyrule Dungeon Staircase', 'Hyrule Dungeon Cellblock', 'Sewers Behind Tapestry', 'Sewers Rope Room', 'Sewers Dark Cross', 'Sewers Water', 'Sewers Key Rat', 'Sewers Secret Room', 'Sewers Secret Room Blocked Path', 'Sewers Pull Switch', 'Sanctuary']
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dungeon_region_names_ep = ['Eastern Lobby', 'Eastern Cannonball', 'Eastern Cannonball Ledge', 'Eastern Courtyard Ledge', 'Eastern Map Area', 'Eastern Compass Area', 'Eastern Courtyard', 'Eastern Fairies', 'Eastern Map Valley', 'Eastern Dark Square', 'Eastern Big Key', 'Eastern Darkness', 'Eastern Attic Start', 'Eastern Attic Switches', 'Eastern Eyegores', 'Eastern Boss']
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dungeon_region_lists = [dungeon_region_names_es, dungeon_region_names_ep]
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for region_list in dungeon_region_lists:
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@@ -662,7 +662,8 @@ def experiment(world, player):
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mandatory_connections = [('Hyrule Dungeon North Abyss Catwalk Dropdown', 'Hyrule Dungeon North Abyss'),
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('Hyrule Dungeon Key Door S', 'Hyrule Dungeon North Abyss'),
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('Hyrule Dungeon Key Door N', 'Hyrule Dungeon Map Room')
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('Hyrule Dungeon Key Door N', 'Hyrule Dungeon Map Room'),
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('Sewers Secret Room Push Block', 'Sewers Secret Room Blocked Path')
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]
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dungeon_paths = {
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38
Doors.py
38
Doors.py
@@ -11,6 +11,11 @@ Right = 2
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# layer numbers
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High = 0
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Low = 1
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#Quadrants - just been using this in my head - no reason to keep them labeled this way
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A = 0
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S = 1
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Z = 2
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X = 3
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def create_doors(world, player):
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@@ -33,12 +38,12 @@ def create_doors(world, player):
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create_dir_door(player, 'Hyrule Castle West Hall S', DoorType.Normal, Direction.South, 0x50, Right, Low),
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create_dir_door(player, 'Hyrule Castle Back Hall W', DoorType.Normal, Direction.West, 0x01, Top, Low),
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create_dir_door(player, 'Hyrule Castle Back Hall E', DoorType.Normal, Direction.East, 0x01, Top, Low),
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create_door(player, 'Hyrule Castle Back Hall Down Stairs', DoorType.SpiralStairs),
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create_spiral_stairs(player, 'Hyrule Castle Back Hall Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x01, 0, Low, A, 0x37, 0xf8),
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create_dir_door(player, 'Hyrule Castle Throne Room N', DoorType.Normal, Direction.North, 0x51, Mid, High),
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create_dir_door(player, 'Hyrule Castle Throne Room South Stairs', DoorType.StraightStairs, Direction.South, 0x51, Mid, Low),
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# hyrule dungeon level
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create_door(player, 'Hyrule Dungeon Map Room Up Stairs', DoorType.SpiralStairs),
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create_spiral_stairs(player, 'Hyrule Dungeon Map Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x72, 0, High, A, 0x4f, 0xf8),
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create_dir_door(player, 'Hyrule Dungeon North Abyss South Edge', DoorType.Open, Direction.South, 0x72, None, Low),
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create_dir_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', DoorType.Open, Direction.South, 0x72, None, High),
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create_dir_door(player, 'Hyrule Dungeon South Abyss North Edge', DoorType.Open, Direction.North, 0x82, None, Low),
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@@ -49,15 +54,15 @@ def create_doors(world, player):
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create_dir_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', DoorType.Open, Direction.West, 0x81, None, High),
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create_dir_door(player, 'Hyrule Dungeon Guardroom N', DoorType.Normal, Direction.North, 0x81, Left, Low), # todo: is this a toggle door?
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create_dir_door(player, 'Hyrule Dungeon Armory S', DoorType.Normal, Direction.South, 0x71, Left, Low), # not sure what the layer should be here
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create_door(player, 'Hyrule Dungeon Armory Down Stairs', DoorType.SpiralStairs),
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create_door(player, 'Hyrule Dungeon Staircase Up Stairs', DoorType.SpiralStairs),
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create_door(player, 'Hyrule Dungeon Staircase Down Stairs', DoorType.SpiralStairs),
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create_door(player, 'Hyrule Dungeon Cellblock Up Stairs', DoorType.SpiralStairs),
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create_spiral_stairs(player, 'Hyrule Dungeon Armory Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x71, 0, Low, A, 0x1e, 0xa0, True),
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create_spiral_stairs(player, 'Hyrule Dungeon Staircase Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x70, 2, High, A, 0x36, 0xa0, True),
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create_spiral_stairs(player, 'Hyrule Dungeon Staircase Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x70, 1, High, A, 0x1f, 0x50),
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create_spiral_stairs(player, 'Hyrule Dungeon Cellblock Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x80, 0, Low, A, 0x1f, 0x50),
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# sewers
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create_blocked_door(player, 'Sewers Behind Tapestry S', DoorType.Normal, Direction.South, 0x41, Mid, High),
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create_door(player, 'Sewers Behind Tapestry Down Stairs', DoorType.SpiralStairs),
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create_door(player, 'Sewers Rope Room Up Stairs', DoorType.SpiralStairs),
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create_spiral_stairs(player, 'Sewers Behind Tapestry Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x41, 0, High, S, 0x1f, 0xa8),
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create_spiral_stairs(player, 'Sewers Rope Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x42, 0, High, S, 0x1f, 0xa8),
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create_dir_door(player, 'Sewers Rope Room North Stairs', DoorType.StraightStairs, Direction.North, 0x42, Mid, High),
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create_dir_door(player, 'Sewers Dark Cross South Stairs', DoorType.StraightStairs, Direction.South, 0x32, Mid, High),
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create_dir_door(player, 'Sewers Dark Cross Key Door N', DoorType.Normal, Direction.North, 0x32, Mid, High),
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@@ -66,8 +71,8 @@ def create_doors(world, player):
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create_dir_door(player, 'Sewers Key Rat E', DoorType.Normal, Direction.East, 0x21, Bot, High),
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create_small_key_door(player, 'Sewers Key Rat Key Door N', DoorType.Normal, Direction.North, 0x21, Right, High),
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create_small_key_door(player, 'Sewers Secret Room Key Door S', DoorType.Normal, Direction.South, 0x11, Right, High),
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create_door(player, 'Sewers Secret Room Up Stairs', DoorType.SpiralStairs),
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create_door(player, 'Sewers Pull Switch Down Stairs', DoorType.SpiralStairs),
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create_spiral_stairs(player, 'Sewers Secret Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x11, 0, High, S, 0x37, 0x78),
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create_spiral_stairs(player, 'Sewers Pull Switch Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x02, 0, High, S, 0x1f, 0x78),
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create_toggle_door(player, 'Sewers Pull Switch S', DoorType.Normal, Direction.South, 0x02, Mid, Low),
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# logically one way the sanc, but should be linked - also toggle
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create_blocked_door(player, 'Sanctuary N', DoorType.Normal, Direction.North, 0x12, Mid, 0, True),
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@@ -99,8 +104,8 @@ def create_doors(world, player):
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create_small_key_door(player, 'Eastern Big Key EN', DoorType.Normal, Direction.East, 0xb8, Top, High),
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create_dir_door(player, 'Eastern Big Key NE', DoorType.Normal, Direction.North, 0xb8, Right, High),
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create_small_key_door(player, 'Eastern Darkness S', DoorType.Normal, Direction.South, 0x99, Mid, High),
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create_door(player, 'Eastern Darkness Up Stairs', DoorType.SpiralStairs),
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create_door(player, 'Eastern Attic Start Down Stairs', DoorType.SpiralStairs),
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create_spiral_stairs(player, 'Eastern Darkness Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x99, 0, High, Z, 0x1e, 0x78, False, True),
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create_spiral_stairs(player, 'Eastern Attic Start Down Stairs', DoorType.SpiralStairs, Direction.Down, 0xda, 0, High, Z, 0x1f, 0x78, False, True),
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create_dir_door(player, 'Eastern Attic Start WS', DoorType.Normal, Direction.West, 0xda, Bot, High),
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create_dir_door(player, 'Eastern Attic Switches ES', DoorType.Normal, Direction.East, 0xd9, Bot, High),
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create_dir_door(player, 'Eastern Attic Switches WS', DoorType.Normal, Direction.West, 0xd9, Bot, High),
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@@ -138,3 +143,12 @@ def create_dir_door(player, name, type, direction, room, doorIndex, layer):
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def create_toggle_door(player, name, type, direction, room, doorIndex, layer):
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return Door(player, name, type, direction, room, doorIndex, layer, True)
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def create_spiral_stairs(player, name, type, direction, room, doorIndex, layer, quadrant, shiftY, shiftX, zeroHzCam = False, zeroVtCam = False):
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d = Door(player, name, type, direction, room, doorIndex, layer)
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d.quadrant = quadrant
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d.shiftY = shiftY
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d.shiftX = shiftX
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d.zeroHzCam = zeroHzCam
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d.zeroVtCam = zeroVtCam
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return d
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@@ -313,7 +313,8 @@ def create_regions(world, player):
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create_dungeon_region(player, 'Sewers Water', 'A dungeon', None, ['Sewers Dark Cross Key Door S', 'Sewers Water W']),
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create_dungeon_region(player, 'Sewers Key Rat', 'A dungeon', None, ['Sewers Key Rat E', 'Sewers Key Rat Key Door N']),
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create_dungeon_region(player, 'Sewers Secret Room', 'A dungeon', ['Sewers - Secret Room - Left', 'Sewers - Secret Room - Middle', 'Sewers - Secret Room - Right'],
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['Sewers Secret Room Key Door S', 'Sewers Secret Room Up Stairs']),
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['Sewers Secret Room Key Door S', 'Sewers Secret Room Push Block']),
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create_dungeon_region(player, 'Sewers Secret Room Blocked Path', 'A dungeon', None, ['Sewers Secret Room Up Stairs']),
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create_dungeon_region(player, 'Sewers Pull Switch', 'A dungeon', None, ['Sewers Pull Switch Down Stairs', 'Sewers Pull Switch S']),
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create_dungeon_region(player, 'Sanctuary', 'A dungeon', ['Sanctuary'], ['Sanctuary Exit', 'Sanctuary N']),
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5
Rom.py
5
Rom.py
@@ -18,8 +18,7 @@ from EntranceShuffle import door_addresses
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JAP10HASH = '03a63945398191337e896e5771f77173'
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RANDOMIZERBASEHASH = '10d5e3bb3fad6cb230090678ce5b86c2'
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# RANDOMIZERBASEHASH = 'cb560220b7b1b8202e92381aee19cd36' todo clean this up
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RANDOMIZERBASEHASH = 'fdfff1a9046506a57dbcbe23fb5fd386'
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class JsonRom(object):
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@@ -535,7 +534,7 @@ def patch_rom(world, player, rom):
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# patch doors
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for door in world.doors:
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if door.dest is not None and door.player == player and door.type == DoorType.Normal:
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if door.dest is not None and door.player == player and door.type in [DoorType.Normal, DoorType.SpiralStairs]:
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rom.write_bytes(door.getAddress(), door.dest.getTarget(door.toggle))
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write_custom_shops(rom, world, player)
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37
Tables.py
Normal file
37
Tables.py
Normal file
@@ -0,0 +1,37 @@
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## Door Tables ##
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normal_offset_table = {
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0x01: 0x01, 0x02: 0x02, 0x04: 0x03, 0x06: 0x04, 0x0d: 0x05, 0x11: 0x06, 0x12: 0x07, 0x13: 0x08,
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0x14: 0x09, 0x15: 0x0A, 0x16: 0x0B, 0x19: 0x0C, 0x1a: 0x0D, 0x1b: 0x0E, 0x1d: 0x0F, 0x1e: 0x10,
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0x1f: 0x11, 0x20: 0x12, 0x21: 0x13, 0x22: 0x14, 0x23: 0x15, 0x24: 0x16, 0x26: 0x17, 0x2a: 0x18,
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0x2b: 0x19, 0x2e: 0x1A, 0x30: 0x1B, 0x32: 0x1C, 0x33: 0x1D, 0x34: 0x1E, 0x35: 0x1F, 0x36: 0x20,
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0x37: 0x21, 0x38: 0x22, 0x39: 0x23, 0x3a: 0x24, 0x3b: 0x25, 0x3d: 0x26, 0x3e: 0x27, 0x41: 0x28,
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0x43: 0x29, 0x44: 0x2A, 0x45: 0x2B, 0x46: 0x2C, 0x49: 0x2D, 0x4a: 0x2E, 0x4b: 0x2F, 0x4c: 0x30,
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0x4d: 0x31, 0x4e: 0x32, 0x50: 0x33, 0x51: 0x34, 0x52: 0x35, 0x53: 0x36, 0x56: 0x37, 0x57: 0x38,
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0x58: 0x39, 0x59: 0x3A, 0x5a: 0x3B, 0x5b: 0x3C, 0x5c: 0x3D, 0x5d: 0x3E, 0x5e: 0x3F, 0x5f: 0x40,
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0x60: 0x41, 0x61: 0x42, 0x62: 0x43, 0x66: 0x44, 0x67: 0x45, 0x68: 0x46, 0x6a: 0x47, 0x6b: 0x48,
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0x6c: 0x49, 0x6d: 0x4A, 0x6e: 0x4B, 0x71: 0x4C, 0x75: 0x4D, 0x76: 0x4E, 0x7b: 0x4F, 0x7c: 0x50,
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0x7d: 0x51, 0x7e: 0x52, 0x7f: 0x53, 0x81: 0x54, 0x85: 0x55, 0x8b: 0x56, 0x8c: 0x57, 0x8d: 0x58,
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0x8e: 0x59, 0x90: 0x5A, 0x91: 0x5B, 0x92: 0x5C, 0x93: 0x5D, 0x95: 0x5E, 0x96: 0x5F, 0x99: 0x60,
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0x9b: 0x61, 0x9c: 0x62, 0x9d: 0x63, 0x9e: 0x64, 0x9f: 0x65, 0xa0: 0x66, 0xa1: 0x67, 0xa2: 0x68,
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0xa3: 0x69, 0xa4: 0x6A, 0xa5: 0x6B, 0xa8: 0x6C, 0xa9: 0x6D, 0xaa: 0x6E, 0xab: 0x6F, 0xac: 0x70,
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0xae: 0x71, 0xaf: 0x72, 0xb1: 0x73, 0xb2: 0x74, 0xb3: 0x75, 0xb4: 0x76, 0xb5: 0x77, 0xb6: 0x78,
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0xb7: 0x79, 0xb8: 0x7A, 0xb9: 0x7B, 0xba: 0x7C, 0xbb: 0x7D, 0xbc: 0x7E, 0xbe: 0x7F, 0xbf: 0x80,
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0xc1: 0x81, 0xc2: 0x82, 0xc3: 0x83, 0xc4: 0x84, 0xc5: 0x85, 0xc6: 0x86, 0xc7: 0x87, 0xc8: 0x88,
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0xc9: 0x89, 0xcb: 0x8A, 0xcc: 0x8B, 0xce: 0x8C, 0xd1: 0x8D, 0xd2: 0x8E, 0xd5: 0x8F, 0xd6: 0x90,
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0xd8: 0x91, 0xd9: 0x92, 0xda: 0x93, 0xdb: 0x94, 0xdc: 0x95
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}
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spiral_offset_table = {
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0x01: 0x01, 0x02: 0x02, 0x05: 0x03, 0x07: 0x04, 0x09: 0x05, 0x0a: 0x07, 0x0c: 0x08, 0x0e: 0x0b,
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0x11: 0x0c, 0x15: 0x0d, 0x16: 0x0e, 0x17: 0x0f, 0x1a: 0x11, 0x1c: 0x13, 0x1d: 0x14, 0x1e: 0x15,
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0x26: 0x16, 0x27: 0x19, 0x28: 0x1b, 0x31: 0x1c, 0x34: 0x1f, 0x38: 0x20, 0x3a: 0x21, 0x3f: 0x22,
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0x40: 0x23, 0x41: 0x24, 0x42: 0x25, 0x45: 0x26, 0x4a: 0x27, 0x4c: 0x29, 0x4d: 0x2a, 0x4e: 0x2b,
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0x53: 0x2c, 0x54: 0x2d, 0x5c: 0x2e, 0x5d: 0x2f, 0x5f: 0x30, 0x63: 0x35, 0x64: 0x36, 0x66: 0x37,
|
||||
0x6a: 0x38, 0x6b: 0x3a, 0x6c: 0x3b, 0x6e: 0x3c, 0x70: 0x3d, 0x71: 0x40, 0x72: 0x41, 0x76: 0x42,
|
||||
0x77: 0x45, 0x7f: 0x49, 0x80: 0x4a, 0x87: 0x4b, 0x8c: 0x4f, 0x8e: 0x53, 0x91: 0x54, 0x93: 0x55,
|
||||
0x97: 0x56, 0x98: 0x57, 0x99: 0x58, 0x9e: 0x59, 0xa0: 0x5a, 0xa2: 0x5b, 0xa5: 0x5c, 0xa6: 0x5d,
|
||||
0xab: 0x5e, 0xae: 0x5f, 0xb0: 0x60, 0xb5: 0x63, 0xb6: 0x64, 0xbc: 0x65, 0xbe: 0x66, 0xc0: 0x67,
|
||||
0xd0: 0x6a, 0xd1: 0x6d, 0xd2: 0x6e, 0xda: 0x6f, 0xe0: 0x70
|
||||
}
|
||||
141
asm/asm_investigations.txt
Normal file
141
asm/asm_investigations.txt
Normal file
@@ -0,0 +1,141 @@
|
||||
|
||||
Dungeon_InterRoomTrans 7.2 -> (01) -> Dungeon_LoadRoom
|
||||
Dungeon_InitStarTileCh
|
||||
**Load and and Prep Here
|
||||
Dungeon_ResetSprites
|
||||
$028908 (PC: 10908) is the jump tample
|
||||
|
||||
hook points 7.2.1
|
||||
22 32 f4 a0
|
||||
$028961 (PC: 10961) 22 a4 fd 00
|
||||
22 39 d7 00
|
||||
e6 b0
|
||||
9c 00 02
|
||||
a5 a2
|
||||
48
|
||||
a5 a0
|
||||
|
||||
|
||||
|
||||
|
||||
Modules 04 and 05 skip the PaletteFiltering right above it - moving the pointers slightly might help
|
||||
|
||||
60 a5 b0 c9 07 90 ?? ??
|
||||
jsl ?? ?? ??
|
||||
jsl ?? ?? ??
|
||||
jsl 07 ?? ??
|
||||
lda b0
|
||||
jsl 00 ?? ??
|
||||
pointers!!!
|
||||
SpiralStaircase
|
||||
(00) 290C6
|
||||
(01) 28B7A
|
||||
(02) 28FA3 -> Fixed Color see 110A1-$110C6 JUMP LOCATION in Bank02 e944 is PaletteFiltering (Fade out!) (.doFiltering)
|
||||
(03) 28BE4 -> Dungeon_LoadRoom, Dungeon_InitStarTileChr, LoadTransAuxGfx, Dungeon_LoadCustomTileAttr
|
||||
(04) 28D11 -> PrepTransAuxGfx
|
||||
(05) 28D1F -> Sets $17 to #$0A
|
||||
(06) 28C12 -> Dungeon_ResetSprites
|
||||
- these guys called each other a ton
|
||||
c9* b5 ca* b5* ca* b1* b5 c6* ca b1* b5 c6* ca 96---------
|
||||
(07) 28FC9 -> 5 jumps in here, sets $a4 floor
|
||||
112B1 -> may be related to straight staircase only
|
||||
13B7B
|
||||
135DC
|
||||
10EC9
|
||||
10AB3 - right before b5
|
||||
|
||||
(08) 289CA -> calls $113F (above .copyTilemap in Bank 00)
|
||||
(09) 289B5 -> calls $11C4 (updates all tiles in a room)
|
||||
(0a) 289CA -> go through the tilemap....
|
||||
(0b) 289B1 -> runs a filter - new color?, then $11C4 (didn't see call to 289B5)
|
||||
(0c) 289C6 -> runs a filter then $113F
|
||||
(0d) 289B1 -> repeat last two steps
|
||||
(0e) 289C6
|
||||
(0f) 28F96 -> Fade in
|
||||
|
||||
(10) 2905D
|
||||
(11) 2909D
|
||||
(12) 290B7
|
||||
(13) 290DF
|
||||
SpiralStaircase -> (03) 10CE2 -> Dungeon_LoadRoom
|
||||
Dungeon_InitStarTileChr
|
||||
LoadTransAuxGfx
|
||||
Dungeon_LoadCustomTileAttr
|
||||
(04) 10E0F -> PrepTransAuxGfx
|
||||
(06) 10D10 -> Dungeon_ResetSprites
|
||||
|
||||
|
||||
; Upward floor transition
|
||||
Dungeon -> x06 -> $10C14 -> 10CE2 -> Dungeon_LoadRoom
|
||||
Dungeon_InitStarTileChr
|
||||
LoadTransAuxGfx
|
||||
Dungeon_LoadCustomTileAttr
|
||||
10E0F -> PrepTransAuxGfx
|
||||
10D10 -> Dungeon_ResetSprites
|
||||
|
||||
; Downward floor transition
|
||||
Dungeon -> x07 -> $10E27 -> 10CE2 -> Dungeon_LoadRoom
|
||||
Dungeon_InitStarTileChr
|
||||
LoadTransAuxGfx
|
||||
Dungeon_LoadCustomTileAttr
|
||||
10E0F -> PrepTransAuxGfx
|
||||
10D10 -> Dungeon_ResetSprites
|
||||
|
||||
|
||||
StraightStairs_2 -> Dungeon_LoadRoom
|
||||
-> LoadTransAuxGfx
|
||||
StraightStairs_3 -> 10E0F -> PrepTransAuxGfx
|
||||
StraightStairs_4 -> Dungeon_ResetSprites
|
||||
|
||||
|
||||
Dungeon_Teleport -> 10CE2 -> Dungeon_LoadRoom
|
||||
10CE2 -> LoadTransAuxGfx
|
||||
10D10 -> Dungeon_ResetSprites
|
||||
|
||||
|
||||
|
||||
Hook points
|
||||
org $00d6ae (PC: 56ae)
|
||||
LoadTransAuxGfx
|
||||
8b 4b ab 64 00
|
||||
|
||||
org $00df5a (PC: 5f5a)
|
||||
PrepTransAuxGfx
|
||||
a9 7e 85 02 85 05 c2 31
|
||||
|
||||
org $0ffd65 (PC: 07fd65)
|
||||
Dungeon_LoadCustomTileAttr
|
||||
8b 4b ab c2 30 ad A2 0A 29 FF 00
|
||||
|
||||
Palette_DungBgMain
|
||||
c2 21 ae b6 0a bf 1b
|
||||
; This is the palette index for a certain background
|
||||
LDX $0AB6
|
||||
|
||||
LDA $1BEC4B, X : ADC.w #$D734 : STA $00 : PHA
|
||||
|
||||
REP #$10
|
||||
|
||||
LDA.w #$0042 ; Target BP-2 through BP-7 (full)
|
||||
LDX.w #$000E ; (Length - 1) (in words) of the palettes.
|
||||
LDY.w #$0005
|
||||
|
||||
|
||||
|
||||
Other transition stuff
|
||||
|
||||
Overworld_LoadTransGfx -> LoadTransAuxGfx
|
||||
Overworld_LoadTransGfx -> PrepTransAuxGfx
|
||||
Module_LoadFile -> Dungeon_ResetSprites
|
||||
Module_HoleToDungeon -> 10D10 -> Dungeon_ResetSprites
|
||||
|
||||
|
||||
|
||||
|
||||
Camera work:
|
||||
Places where sta $e2 happens
|
||||
02ba5d 13A31 -
|
||||
|
||||
028750 Module_Dungeon
|
||||
0286ef Module_Dungeon
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
!add = "clc : adc"
|
||||
!sub = "sec : sbc"
|
||||
|
||||
; Hooks into various routines
|
||||
|
||||
org $02b5c4 ; -- moving right routine 135c4
|
||||
@@ -12,16 +15,6 @@ org $02bd80
|
||||
jsl AdjustTransition
|
||||
nop
|
||||
|
||||
; Graphics fix - doesn't work yet
|
||||
org $028961
|
||||
jsl GfxFixer
|
||||
org $00fda4
|
||||
Dungeon_InitStarTileCh:
|
||||
org $00d6ae ;(PC: 56ae)
|
||||
LoadTransAuxGfx:
|
||||
org $00df5a ;(PC: 5f5a)
|
||||
PrepTransAuxGfx:
|
||||
|
||||
;turn off linking doors -- see .notRoomLinkDoor label in Bank02.asm
|
||||
org $02b5a6
|
||||
bra NotLinkDoor1
|
||||
@@ -32,30 +25,65 @@ bra NotLinkDoor2
|
||||
org $02b657
|
||||
NotLinkDoor2:
|
||||
|
||||
|
||||
; Staircase routine
|
||||
;org $02a1e7 ;(PC: 121e7)
|
||||
org $01c3d4 ;(PC: c3d4)
|
||||
jsl SpiralWarp : nop
|
||||
|
||||
|
||||
; Graphics fix
|
||||
org $028961
|
||||
Splicer:
|
||||
jsl GfxFixer
|
||||
lda $b1 : beq .done
|
||||
rts
|
||||
.done
|
||||
nop
|
||||
|
||||
org $00fda4
|
||||
Dungeon_InitStarTileCh:
|
||||
org $00d6ae ;(PC: 56ae)
|
||||
LoadTransAuxGfx:
|
||||
org $00df5a ;(PC: 5f5a)
|
||||
PrepTransAuxGfx:
|
||||
;org $0ffd65 ;(PC: 07fd65)
|
||||
;Dungeon_LoadCustomTileAttr:
|
||||
;org $01fec1
|
||||
;Dungeon_ApproachFixedColor_variable:
|
||||
org $1bee74 ;(PC: 0dee74)
|
||||
Palette_DungBgMain:
|
||||
org $1bec77
|
||||
Palette_SpriteAux3:
|
||||
org $1becc5
|
||||
Palette_SpriteAux2:
|
||||
org $1bece4
|
||||
Palette_SpriteAux1:
|
||||
|
||||
;Main Code
|
||||
org $278000 ;138000
|
||||
WarpLeft:
|
||||
lda $040c : cmp.b $ff : beq .end
|
||||
lda $040c : cmp.b #$ff : beq .end
|
||||
lda $20 : ldx $aa
|
||||
jsr CalcIndex
|
||||
clc : adc #$06 : ldy #$01 ; offsets in A, Y
|
||||
!add #$06 : ldy #$01 ; offsets in A, Y
|
||||
jsr LoadRoomHorz
|
||||
.end
|
||||
jsr Cleanup
|
||||
rtl
|
||||
|
||||
WarpRight:
|
||||
lda $040c : cmp.b $ff : beq .end
|
||||
lda $040c : cmp.b #$ff : beq .end
|
||||
lda $20 : ldx $aa
|
||||
jsr CalcIndex
|
||||
clc : adc #$12 : ldy #$ff ; offsets in A, Y
|
||||
!add #$12 : ldy #$ff ; offsets in A, Y
|
||||
jsr LoadRoomHorz
|
||||
.end
|
||||
jsr Cleanup
|
||||
rtl
|
||||
|
||||
WarpUp:
|
||||
lda $040c : cmp.b $ff : beq .end
|
||||
lda $040c : cmp.b #$ff : beq .end
|
||||
lda $22 : ldx $a9
|
||||
jsr CalcIndex
|
||||
ldy #$02 ; offsets in A, Y
|
||||
@@ -65,10 +93,10 @@ WarpUp:
|
||||
rtl
|
||||
|
||||
WarpDown:
|
||||
lda $040c : cmp.b $ff : beq .end
|
||||
lda $040c : cmp.b #$ff : beq .end
|
||||
lda $22 : ldx $a9
|
||||
jsr CalcIndex
|
||||
clc : adc #$0c : ldy #$ff ; offsets in A, Y
|
||||
!add #$0c : ldy #$ff ; offsets in A, Y
|
||||
jsr LoadRoomVert
|
||||
.end
|
||||
jsr Cleanup
|
||||
@@ -104,10 +132,10 @@ LoadRoomHorz:
|
||||
|
||||
.gtg ;Good to Go!
|
||||
pla ; Throw away normal room (don't fill up the stack)
|
||||
lda $a0 : and.b #$0F : asl a : sec : sbc $23 : clc : adc $06 : sta $02
|
||||
lda $a0 : and.b #$0F : asl a : !sub $23 : !add $06 : sta $02
|
||||
ldy #$00 : jsr ShiftVariablesMainDir
|
||||
lda $aa : lsr : sta $07
|
||||
lda $a0 : and.b #$F0 : lsr #3 : clc : adc $07 : sec : sbc $21 : sta $02 : sta $03
|
||||
lda $a0 : and.b #$F0 : lsr #3 : !add $07 : !sub $21 : sta $02 : sta $03
|
||||
jsr ShiftLowCoord
|
||||
jsr ShiftQuad
|
||||
jsr ShiftCameraBounds
|
||||
@@ -131,9 +159,9 @@ LoadRoomVert:
|
||||
|
||||
.gtg ;Good to Go!
|
||||
pla ; Throw away normal room (don't fill up the stack)
|
||||
lda $a0 : and.b #$F0 : lsr #3 : sec : sbc $21 : clc : adc $06 : sta $02
|
||||
lda $a0 : and.b #$F0 : lsr #3 : !sub $21 : !add $06 : sta $02
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
lda $a0 : and.b #$0F : asl a : clc : adc $a9 : sec : sbc $23 : sta $02 : sta $03
|
||||
lda $a0 : and.b #$0F : asl a : !add $a9 : !sub $23 : sta $02 : sta $03
|
||||
jsr ShiftLowCoord
|
||||
jsr ShiftQuad
|
||||
jsr ShiftCameraBounds
|
||||
@@ -147,11 +175,12 @@ LoadRoomVert:
|
||||
|
||||
LookupNewRoom: ; expects data offset to be in A
|
||||
{
|
||||
rep #$30
|
||||
and #$00FF : sta $00 ; offset in 00
|
||||
lda $a2 : and #$00FF
|
||||
asl #3 : sta $02 : adc $02 : adc $02 ;multiply by 24 (data size)
|
||||
adc $00 ; should now have the offset of the address I want to load
|
||||
rep #$30 : and #$00FF ;sanitize A reg (who knows what is in the high byte)
|
||||
sta $00 ; offset in 00
|
||||
lda $a2 : tax ; probably okay loading $a3 in the high byte
|
||||
lda DoorOffset,x : and #$00FF ;we only want the low byte
|
||||
asl #3 : sta $02 : !add $02 : !add $02 ;multiply by 24 (data size)
|
||||
!add $00 ; should now have the offset of the address I want to load
|
||||
tax : lda DoorTable,x : sta $00
|
||||
and #$00FF : sta $a0 ; assign new room
|
||||
sep #$30
|
||||
@@ -163,14 +192,14 @@ LookupNewRoom: ; expects data offset to be in A
|
||||
ShiftVariablesMainDir:
|
||||
{
|
||||
lda CoordIndex,y : tax
|
||||
lda $21,x : clc : adc $02 : sta $21,x ; coordinate update
|
||||
lda $21,x : !add $02 : sta $21,x ; coordinate update
|
||||
lda CameraIndex,y : tax
|
||||
lda $e3,x : clc : adc $02 : sta $e3,x ; scroll register high byte
|
||||
lda $e3,x : !add $02 : sta $e3,x ; scroll register high byte
|
||||
lda CamQuadIndex,y : tax
|
||||
lda $0605,x : clc : adc $02 : sta $0605,x ; high bytes of these guys
|
||||
lda $0607,x : clc : adc $02 : sta $0607,x
|
||||
lda $0601,x : clc : adc $02 : sta $0601,x
|
||||
lda $0603,x : clc : adc $02 : sta $0603,x
|
||||
lda $0605,x : !add $02 : sta $0605,x ; high bytes of these guys
|
||||
lda $0607,x : !add $02 : sta $0607,x
|
||||
lda $0601,x : !add $02 : sta $0601,x
|
||||
lda $0603,x : !add $02 : sta $0603,x
|
||||
rts
|
||||
}
|
||||
|
||||
@@ -180,7 +209,7 @@ ShiftLowCoord:
|
||||
jsr CalcOpposingShift
|
||||
lda $0127 : and.b #$f0 : cmp.b #$20 : bne .lowDone
|
||||
lda OppCoordIndex,y : tax
|
||||
lda #$80 : clc : adc $20,x : sta $20,x
|
||||
lda #$80 : !add $20,x : sta $20,x
|
||||
.lowDone
|
||||
rts
|
||||
}
|
||||
@@ -195,7 +224,7 @@ CalcOpposingShift:
|
||||
stz $0127 ; set up (can you zero out 127 alone?)
|
||||
cmp.b $04 : beq .noOffset ; (equal, no shifts to do)
|
||||
phy : tay ; reserve these
|
||||
lda $04 : tax : tya : sec : sbc $04 : sta $04 : cmp.b #$00 : bpl .shiftPos
|
||||
lda $04 : tax : tya : !sub $04 : sta $04 : cmp.b #$00 : bpl .shiftPos
|
||||
lda #$40
|
||||
cpx.b #$01 : beq .skipNegQuad
|
||||
ora #$08
|
||||
@@ -235,14 +264,14 @@ ShiftQuad:
|
||||
ShiftVariablesSubDir:
|
||||
{
|
||||
lda CoordIndex,y : tax
|
||||
lda $21,x : clc : adc $02 : sta $21,x ; coordinate update
|
||||
lda $21,x : !add $02 : sta $21,x ; coordinate update
|
||||
lda CameraIndex,y : tax
|
||||
lda $e3,x : clc : adc $03 : sta $e3,x ; scroll register high byte
|
||||
lda $e3,x : !add $03 : sta $e3,x ; scroll register high byte
|
||||
lda CamQuadIndex,y : tax
|
||||
lda $0601,x : clc : adc $02 : sta $0601,x
|
||||
lda $0605,x : clc : adc $02 : sta $0605,x ; high bytes of these guys
|
||||
lda $0603,x : clc : adc $03 : sta $0603,x
|
||||
lda $0607,x : clc : adc $03 : sta $0607,x
|
||||
lda $0601,x : !add $02 : sta $0601,x
|
||||
lda $0605,x : !add $02 : sta $0605,x ; high bytes of these guys
|
||||
lda $0603,x : !add $03 : sta $0603,x
|
||||
lda $0607,x : !add $03 : sta $0607,x
|
||||
rts
|
||||
}
|
||||
|
||||
@@ -252,13 +281,13 @@ ShiftCameraBounds:
|
||||
rep #$30
|
||||
lda $0127 : and #$00f0 : asl #2 : sta $06
|
||||
lda $0127 : and #$0001 : cmp #$0000 : beq .subIt
|
||||
lda $0618, x : clc : adc $06 : sta $0618, x
|
||||
lda $061A, x : clc : adc $06 : sta $061A, x
|
||||
lda $0618, x : !add $06 : sta $0618, x
|
||||
lda $061A, x : !add $06 : sta $061A, x
|
||||
sep #$30
|
||||
rts
|
||||
.subIt
|
||||
lda $0618, x : sec : sbc $06 : sta $0618, x
|
||||
lda $061A, x : sec : sbc $06 : sta $061A, x
|
||||
lda $0618, x : !sub $06 : sta $0618, x
|
||||
lda $061A, x : !sub $06 : sta $061A, x
|
||||
sep #$30
|
||||
rts
|
||||
}
|
||||
@@ -282,12 +311,10 @@ AdjustTransition:
|
||||
rtl
|
||||
}
|
||||
|
||||
GfxFixer:
|
||||
jsl Dungeon_InitStarTileCh
|
||||
jsl LoadTransAuxGfx
|
||||
jsl PrepTransAuxGfx
|
||||
rtl
|
||||
incsrc spiral.asm
|
||||
incsrc gfx.asm
|
||||
|
||||
; Data Section
|
||||
org $279000
|
||||
OffsetTable:
|
||||
dw -8, 8
|
||||
@@ -296,241 +323,15 @@ dw -8, 8
|
||||
org $279010
|
||||
CoordIndex: ; Horizontal 1st
|
||||
db 2, 0 ; Coordinate Index $20-$23
|
||||
OppCoordIndex: ; Horizontal 1st
|
||||
OppCoordIndex:
|
||||
db 0, 2 ; Swapped coordinate Index $20-$23 (minor optimization)
|
||||
CameraIndex:
|
||||
CameraIndex: ; Horizontal 1st
|
||||
db 0, 6 ; Camera Index $e2-$ea
|
||||
CamQuadIndex:
|
||||
CamQuadIndex: ; Horizontal 1st
|
||||
db 8, 0 ; Camera quadrants $600-$60f
|
||||
ShiftQuadIndex:
|
||||
db 2, 1 ; see ShiftQuad func (relates to $a9,$aa)
|
||||
CamBoundIndex:
|
||||
CamBoundIndex: ; Horizontal 1st
|
||||
db 0, 4 ; Camera Bounds $0618-$61f
|
||||
|
||||
org $27A000
|
||||
DoorTable:
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ganon
|
||||
dw $8000, $8000, $8000, $0450, $8000, $8000, $8000, $8000, $8000, $0452, $8000, $8000 ; HC Back Hall (x01)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Sewer Switches (x02)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x10
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x20
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;PoD Arena (x2a)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;PoD Statue (x2b)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x30
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Swamp Main (x36)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x40
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $0401, $8000, $8000 ;HC West Hall (x50)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;HC Throne Room (x51)
|
||||
dw $8000, $8000, $8000, $0401, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;HC East Hall (x52)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;HC West Lobby (x60)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;HC Main Lobby (x61)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;HC East Lobby (x62)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;Desert Back (x63)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;TT Attic L (x64)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;TT Attic R (x65)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;x66
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;x67
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;x68
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;x69
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;x6a
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;x6b
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;x6c
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;x6d
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;x6e
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;x6f
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ;x70
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; HC Cellblock (x80)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Vitreous (x90)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire Pre-Vitreous (xa0)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Trinexx (xa4)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Eastern Compass (xa8)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Eastern Courtyard (xa9)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Eastern Map (xaa)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; xb0
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; xc0
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; xd0
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; xe0
|
||||
incsrc doortables.asm
|
||||
|
||||
276
asm/doortables.asm
Normal file
276
asm/doortables.asm
Normal file
@@ -0,0 +1,276 @@
|
||||
org $279E00
|
||||
SpiralOffset:
|
||||
; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler
|
||||
db $00,$01,$02,$00,$00,$03,$00,$04,$00,$05,$07,$00,$08,$00,$0b,$00
|
||||
db $00,$0c,$00,$00,$00,$0d,$0e,$0f,$00,$00,$11,$00,$13,$14,$15,$00
|
||||
db $00,$00,$00,$00,$00,$00,$16,$19,$1b,$00,$00,$00,$00,$00,$00,$00
|
||||
db $00,$1c,$00,$00,$1f,$00,$00,$00,$20,$00,$21,$00,$00,$00,$00,$22
|
||||
db $23,$24,$25,$00,$00,$26,$00,$00,$00,$00,$27,$00,$29,$2a,$2b,$00
|
||||
db $00,$00,$00,$2c,$2d,$00,$00,$00,$00,$00,$00,$00,$2e,$2f,$00,$30
|
||||
db $00,$00,$00,$35,$36,$00,$37,$00,$00,$00,$38,$3a,$3b,$00,$3c,$00
|
||||
db $3d,$40,$41,$00,$00,$00,$42,$45,$00,$00,$00,$00,$00,$00,$00,$49
|
||||
db $4a,$00,$00,$00,$00,$00,$00,$4b,$00,$00,$00,$00,$4f,$00,$53,$00
|
||||
db $00,$54,$00,$55,$00,$00,$00,$56,$57,$58,$00,$00,$00,$00,$59,$00
|
||||
db $5a,$00,$5b,$00,$00,$5c,$5d,$00,$00,$00,$00,$5e,$00,$00,$5f,$00
|
||||
db $60,$00,$00,$00,$00,$63,$64,$00,$00,$00,$00,$00,$65,$00,$66,$00
|
||||
db $67,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
|
||||
db $6a,$6d,$6e,$00,$00,$00,$00,$00,$00,$00,$6f,$00,$00,$00,$00,$00
|
||||
db $70
|
||||
|
||||
org $279F00
|
||||
DoorOffset:
|
||||
db $00,$01,$02,$00,$03,$00,$04,$00,$00,$00,$00,$00,$00,$05,$00,$00
|
||||
db $00,$06,$07,$08,$09,$0A,$0B,$00,$00,$0C,$0D,$0E,$00,$0F,$10,$11
|
||||
db $12,$13,$14,$15,$16,$00,$17,$00,$00,$00,$18,$19,$00,$00,$1A,$00
|
||||
db $1B,$00,$1C,$1D,$1E,$1F,$20,$21,$22,$23,$24,$25,$00,$26,$27,$00
|
||||
db $00,$28,$00,$29,$2A,$2B,$2C,$00,$00,$2D,$2E,$2F,$30,$31,$32,$00
|
||||
db $33,$34,$35,$36,$00,$00,$37,$38,$39,$3A,$3B,$3C,$3D,$3E,$3F,$40
|
||||
db $41,$42,$43,$00,$00,$00,$44,$45,$46,$00,$47,$48,$49,$4A,$4B,$00
|
||||
db $00,$4C,$00,$00,$00,$4D,$4E,$00,$00,$00,$00,$4F,$50,$51,$52,$53
|
||||
db $00,$54,$00,$00,$00,$55,$00,$00,$00,$00,$00,$56,$57,$58,$59,$00
|
||||
db $5A,$5B,$5C,$5D,$00,$5E,$5F,$00,$00,$60,$00,$61,$62,$63,$64,$65
|
||||
db $66,$67,$68,$69,$6A,$6B,$00,$00,$6C,$6D,$6E,$6F,$70,$00,$71,$72
|
||||
db $00,$73,$74,$75,$76,$77,$78,$79,$7A,$7B,$7C,$7D,$7E,$00,$7F,$80
|
||||
db $00,$81,$82,$83,$84,$85,$86,$87,$88,$89,$00,$8A,$8B,$00,$8C,$00
|
||||
db $00,$8D,$8E,$00,$00,$8F,$90,$00,$91,$92,$93,$94,$95,$00,$00,$00
|
||||
db $00
|
||||
|
||||
org $27A000
|
||||
DoorTable:
|
||||
;; NW 00 N 01 N 02 WN 00 W 01 WS 02 SW 00 S 01 SE 02 EN 00 E 01 ES 02 - Door ruler
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Default/Garbage row
|
||||
dw $8000, $8000, $8000, $0450, $8000, $8000, $8000, $8000, $8000, $0452, $8000, $8000 ; HC Back Hall (x01)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Sewer Switches (x02)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Crystaroller
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Arghus
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Aga 2
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Sewer Secret Room
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Sanc
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Pokey
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Lava Pipe
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Pipes n Ledge
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Swap Canal
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Pod dark Maze
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Pod Bridge
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Pod Eye Statue
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Pre Aga
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ice Cross
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ice BK
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x20 Aga1
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Sewer Key Rat
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Sewer Waters
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Eye Entrance
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Chest Entrance
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Swamp Statue
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; PoD Arena (x2a)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; PoD Statue (x2b)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ice Compass
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x30 Aga's Altar
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Dark Cross
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Lanmolas
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Swamp West Wing
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Flooded Key
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Swamp Main Hub (x36)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Swamp Hammer Time
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Swamp First Basement
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Drop to the Moth
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Pod 3 Catwalks
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Pod Conveyor
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Minihelma
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ice Conveyor
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Sewers
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Desert Torches
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TT Big Chest
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TT Cellblock
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Swamp Compass Loop
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Skull3 Torches
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Pod Entrance
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Pod Mimics 1
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Conveyor Ice
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Moldorm
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; IPBJ
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $0401, $8000, $8000 ; HC West Hall (x50)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; HC Throne Room (x51)
|
||||
dw $8000, $8000, $8000, $0401, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; HC East Hall (x52)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Desert Tiles 1
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Skull 2 Left Entrance
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Skull 2 Right Entrance
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Skull 1 Entrance
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Skull 3 Entrance
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Helmasaur
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Spike Switch
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Cannonball
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Gauntlet 1
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ice Choice Cross
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Iced U
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; HC West Lobby (x60)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; HC Main Lobby (x61)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; HC East Lobby (x62)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x66 Swamp Waterfall
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x67 Skull 1 Left Drop
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x68 Skull 1 Pinball
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x6a Pod Rupees
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x6b GT Mimics
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x6c GT Lanmolas
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x6d Gauntlet 2
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; x6e Ice Gators
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; HC Armory
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Desert BK Chest
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Swamp Flooded Chests
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT DM's Tile
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Randoroom
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Warp Maze
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ice Freezors
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ice Hookpit
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; HC Catawalk
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Desert Right Entrance
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Left
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Hopeful Torch
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Right
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ice Lonely Freezor
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Vitreous (x90)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire Rain
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire Dark Crystals
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire Blockswitch
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Fallbridge
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Torch Cross
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Eastern Darkness
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Warp Maze 2
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Invis Bridge
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Compass Room
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ice Big Chests
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Icy Pots
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire Pre-Vitreous (xa0)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire Fishbone
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire Bridges
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire Corner
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Trinexx (xa4)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; GT Wizzrobes
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Eastern Compass (xa8)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Eastern Courtyard (xa9)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Eastern Map (xaa)
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TT Switch
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Blind
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Iced T
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ice Slipway
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire Warpzone
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire ????
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire Spikes
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Refill
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Dark Maze
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Chainchomp
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Rollers
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Eastern Big Key
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Easter Cannonball
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Eastern Dark Circle
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TT Hellway
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TT Bossway
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ice Blockswitch
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ice Backtracker
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire Tiles
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire Main Hub
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire Big Chest
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Switch Maze
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Narrow
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Early Hub
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Floating Torches
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Armos
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Eastern Entrance
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TT NW Quad
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TT NE Quad
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Ice Boss Drop
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire BK
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Mire 2
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Laser Bridge
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TR Main Entrance
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Eastern Eyegores
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Eastern Attic Switches
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; Eastern Attic Start
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TT Entrance Quad
|
||||
dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000 ; TT SE Quad
|
||||
; this should end at 27AE10 about
|
||||
; some values you can hardcode
|
||||
;dw $0070, $36a0 ; ->HC Stairwell
|
||||
;dw $0072, $4ff8 ; ->HC Map Room
|
||||
;dw $0080, $1f50 ; ->zelda's cellblock
|
||||
|
||||
org $27B000
|
||||
SpiralTable:
|
||||
dw $0203, $8080 ;HC Backhallway
|
||||
dw $0203, $8080 ;Sewer Pull
|
||||
dw $0203, $8080 ;Crystaroller
|
||||
dw $0203, $8080 ;Moldorm
|
||||
dw $0203, $8080, $0203, $8080 ;Pod Basement
|
||||
dw $0203, $8080 ;Pod Stalfos
|
||||
dw $0203, $8080, $0203, $8080, $0203, $8080 ;GT Entrance
|
||||
dw $0203, $8080 ;Ice Entrance
|
||||
dw $0203, $8080 ;Escape
|
||||
dw $0203, $8080 ;TR Pipe Ledge
|
||||
dw $0203, $8080 ;Swamp Way
|
||||
dw $0203, $8080, $0203, $8080 ;Hera Fallplace
|
||||
dw $0203, $8080, $0203, $8080 ;PoD Bridge
|
||||
dw $0203, $8080 ;GT Ice
|
||||
dw $0203, $8080 ;GT F8
|
||||
dw $0203, $8080 ;Ice Cross
|
||||
dw $0203, $8080, $0203, $8080, $0203, $8080 ;Swamp Statue
|
||||
dw $0203, $8080, $0203, $8080 ;Hera Big
|
||||
dw $0203, $8080 ;Swamp Ent
|
||||
dw $0203, $8080, $0203, $8080, $0203, $8080 ;Hera Startiles (middle value unused)
|
||||
dw $0203, $8080 ;West Swamp
|
||||
dw $0203, $8080 ;Swamp Basement
|
||||
dw $0203, $8080 ;Pod Drops
|
||||
dw $0203, $8080 ;Ice Hammer
|
||||
dw $0203, $8080 ;Aga Guards
|
||||
dw $0203, $8080 ;Sewer Begin
|
||||
dw $0203, $8080 ;Sewer Rope
|
||||
dw $0203, $8080 ;TT Cellblock
|
||||
dw $0203, $8080, $0203, $8080 ;Pod Entrance
|
||||
dw $0203, $8080 ;GT Icespike
|
||||
dw $0203, $8080 ;GT Moldorm
|
||||
dw $0203, $8080 ;IPBJ
|
||||
dw $0203, $8080 ;Desert Prep
|
||||
dw $0203, $8080 ;Swamp Attic
|
||||
dw $0203, $8080 ;GT Cannonball
|
||||
dw $0203, $8080 ;GT Gauntlet1
|
||||
dw $0203, $8080, $0203, $8080, $0203, $8080, $0203, $8080, $0203, $8080 ;Ice U (1st three values unused)
|
||||
dw $0203, $8080 ;Desert Back
|
||||
dw $0203, $8080 ;TT Attic L
|
||||
dw $0203, $8080 ;Swamp Waterf
|
||||
dw $0203, $8080 ;Pod Rupees
|
||||
dw $0203, $8080 ;Pod Rupees
|
||||
dw $0203, $8080 ;GT Mimics
|
||||
dw $0203, $8080 ;GT Lanmo
|
||||
dw $0203, $8080 ;Ice Gators
|
||||
dw $0203, $8080, $0203, $8080, $0203, $8080 ;HC Tiny (first value placeholder)
|
||||
dw $0203, $8080 ;HC Boomer
|
||||
dw $0203, $8080 ;HC Pits1
|
||||
dw $0203, $8080, $0203, $8080, $0203, $8080 ;Swamp Sunken
|
||||
dw $0203, $8080, $0203, $8080, $0203, $8080, $0203, $8080 ;Hera Entrance (first value unused)
|
||||
dw $0203, $8080 ;Ice Hookshot
|
||||
dw $0203, $8080 ;HC Cellblock
|
||||
dw $0203, $8080, $0203, $8080, $0203, $8080, $0203, $8080 ;Hera Basement (first and third values unused)
|
||||
dw $0203, $8080, $0203, $8080, $0203, $8080, $0203, $8080 ;GT Circle (third value unused)
|
||||
dw $0203, $8080 ;Ice Last Freeze
|
||||
dw $0203, $8080 ;Mire Drops
|
||||
dw $0203, $8080 ;Mire Block
|
||||
dw $0203, $8080 ;Mire Attic
|
||||
dw $0203, $8080 ;Mire Entrance
|
||||
dw $0203, $8080 ;East Dark
|
||||
dw $0203, $8080 ;Ice Big
|
||||
dw $0203, $8080 ;Mire Previtreous
|
||||
dw $0203, $8080 ;Mire Bridges
|
||||
dw $0203, $8080 ;GT Wizzrobes
|
||||
dw $0203, $8080 ;GT Spikepit
|
||||
dw $0203, $8080 ;TT Switch
|
||||
dw $0203, $8080 ;Ice T
|
||||
dw $0203, $8080, $0203, $8080, $0203, $8080 ;Tower Usains (2nd value unused)
|
||||
dw $0203, $8080 ;TR PlatMaze
|
||||
dw $0203, $8080 ;TR Chainchomp
|
||||
dw $0203, $8080 ;TT Bossway
|
||||
dw $0203, $8080 ;Ice FallZone
|
||||
dw $0203, $8080, $0203, $8080, $0203, $8080 ;Tower Dark2 (2nd value unused)
|
||||
dw $0203, $8080, $0203, $8080, $0203, $8080 ;Tower Dark1 (2nd value unused)
|
||||
dw $0203, $8080 ;Mire BK Thang
|
||||
dw $0203, $8080 ;Mire2
|
||||
dw $0203, $8080 ;East Attic Start
|
||||
dw $0203, $8080 ;Tower Entrance
|
||||
47
asm/gfx.asm
Normal file
47
asm/gfx.asm
Normal file
@@ -0,0 +1,47 @@
|
||||
GfxFixer:
|
||||
{
|
||||
lda $b1 : bne .stage2
|
||||
jsl Dungeon_InitStarTileCh
|
||||
jsl LoadTransAuxGfx
|
||||
;jsl Dungeon_LoadCustomTileAttr
|
||||
jsl PrepTransAuxGfx
|
||||
lda #$09 : sta $17 : sta $0710
|
||||
inc $b1
|
||||
rtl
|
||||
.stage2
|
||||
cmp #$01 : bne .stage3
|
||||
lda #$0a : sta $17 : sta $0710
|
||||
inc $b1
|
||||
rtl
|
||||
.stage3
|
||||
jsl Palette_SpriteAux3
|
||||
jsl Palette_SpriteAux2
|
||||
jsl Palette_SpriteAux1
|
||||
jsl Palette_DungBgMain
|
||||
jsr CgramAuxToMain
|
||||
stz $b1 : inc $b0
|
||||
rtl
|
||||
}
|
||||
|
||||
CgramAuxToMain: ; ripped this from bank02 because it ended with rts
|
||||
{
|
||||
rep #$20
|
||||
ldx.b #$00
|
||||
|
||||
.loop
|
||||
lda $7EC300, X : sta $7EC500, x
|
||||
lda $7EC340, x : sta $7EC540, x
|
||||
lda $7EC380, x : sta $7EC580, x
|
||||
lda $7EC3C0, x : sta $7EC5C0, x
|
||||
lda $7EC400, x : sta $7EC600, x
|
||||
lda $7EC440, x : sta $7EC640, x
|
||||
lda $7EC480, x : sta $7EC680, x
|
||||
lda $7EC4C0, x : sta $7EC6C0, x
|
||||
|
||||
inx #2 : cpx.b #$40 : bne .loop
|
||||
sep #$20
|
||||
|
||||
; tell NMI to upload new CGRAM data
|
||||
inc $15
|
||||
rts
|
||||
}
|
||||
126
asm/spiral.asm
Normal file
126
asm/spiral.asm
Normal file
@@ -0,0 +1,126 @@
|
||||
SpiralWarp:
|
||||
{
|
||||
|
||||
pha : lda $040c : cmp.b #$ff : beq .abort ; abort if not in dungeon
|
||||
cmp #$06 : bcs .abort ; abort if not supported yet -- todo: this needs to be altered/removed as more dungeons are implemented
|
||||
lda $0e : cmp #$5e : beq .gtg ; abort if not spiral - intended room is in A!
|
||||
cmp #$5f : beq .gtg
|
||||
.abort pla : sta $a0 : bra .end
|
||||
|
||||
.gtg
|
||||
pla
|
||||
phb : phk : plb : phx : phy ; push stuff
|
||||
jsr LookupSpiralOffset
|
||||
rep #$30 : and #$00FF : asl #2 : tax
|
||||
lda SpiralTable, x : sta $00
|
||||
lda SpiralTable+2, x : sta $02
|
||||
sep #$30
|
||||
lda $00 : sta $a0
|
||||
; shift quadrant if necessary
|
||||
lda $01 : and #$01 : !sub $a9
|
||||
beq .skipXQuad
|
||||
sta $06 : !add $a9 : sta $a9
|
||||
ldy #$00 : jsr ShiftQuadSimple
|
||||
|
||||
.skipXQuad
|
||||
lda $01 : and #$02 : lsr : sta $06 : lda $aa : lsr : !sub $06
|
||||
beq .skipYQuad
|
||||
sta $06 : asl : !add $aa : sta $aa
|
||||
ldy #$01 : jsr ShiftQuadSimple
|
||||
|
||||
.skipYQuad
|
||||
; shift lower coordinates
|
||||
lda $02 : sta $22
|
||||
lda $03 : sta $20
|
||||
|
||||
ldy #$00 : jsr SetCamera ; todo: figure out camera jazz
|
||||
ldy #$01 : jsr SetCamera
|
||||
|
||||
ply : plx : plb ; pull the stuff we pushed
|
||||
|
||||
.end
|
||||
; this is the code we are hijacking
|
||||
; lda $a0 - we overwrote this behavior
|
||||
lda $063d, x
|
||||
rtl
|
||||
}
|
||||
|
||||
;Sets the offset in A
|
||||
LookupSpiralOffset:
|
||||
{
|
||||
;where link currently is in $a2: quad in a8 & #$03
|
||||
;count doors
|
||||
stz $00 : ldx #$00 : stz $01
|
||||
|
||||
.loop
|
||||
lda $047e, x : cmp $00 : bcc .continue
|
||||
sta $00
|
||||
.continue inx #2
|
||||
cpx #$08 : bcc .loop
|
||||
|
||||
lda $00 : lsr
|
||||
cmp #$01 : beq .done
|
||||
|
||||
; look up the quad
|
||||
lda $a8 : and #$03 : beq .quad0
|
||||
cmp #$01 : beq .quad1
|
||||
cmp #$02 : beq .quad2
|
||||
cmp #$03 : beq .quad3
|
||||
.quad0
|
||||
inc $01 : lda $22 : cmp #$98 : bcc .done ;gt ent and hc stairwell
|
||||
inc $01 : bra .done
|
||||
.quad1
|
||||
lda $22 : cmp #$78 : bcc .done ;swamp/pod dual stairs
|
||||
inc $01 : bra .done
|
||||
.quad2 ;ice room
|
||||
lda #$03 : sta $01
|
||||
lda $22 : cmp #$78 : bcc .done
|
||||
inc $01 : bra .done
|
||||
.quad3 lda #$02 : sta $01 ; always 2
|
||||
|
||||
.done
|
||||
lda $a2 : tax : lda SpiralOffset,x
|
||||
!add $01 ;add a thing (0 in .easy)
|
||||
rts
|
||||
}
|
||||
|
||||
ShiftQuadSimple:
|
||||
{
|
||||
lda CoordIndex,y : tax
|
||||
lda $21,x : !add $06 : sta $21,x ; coordinate update
|
||||
lda CamQuadIndex,y : tax
|
||||
lda $0601,x : !add $06 : sta $0601,x
|
||||
lda $0605,x : !add $06 : sta $0605,x ; high bytes of these guys
|
||||
rts
|
||||
}
|
||||
|
||||
SetCamera:
|
||||
{
|
||||
stz $04 : sty $05
|
||||
lda $01 : and #$10 : !add $05 : cmp #$10 : beq .done ; zeroHzCam check (10+0 = 10)
|
||||
lda $01 : and #$20 : !add $05 : cmp #$21 : beq .done ; zeroVtCam check (20+1 = 21)
|
||||
|
||||
tyx : lda $a9,x : bne .nonZeroHalf
|
||||
lda CamQuadIndex,y : tax : lda $607,x : pha
|
||||
lda CameraIndex,y : tax : pla : cmp $e3, x : bne .noQuadAdj
|
||||
dec $e3,x
|
||||
|
||||
.noQuadAdj
|
||||
lda CoordIndex,y : tax
|
||||
lda $20,x : cmp #$79 : bcc .adjust
|
||||
!sub #$78 : sta $04 : bra .adjust
|
||||
|
||||
.nonZeroHalf ;meaning either right half or bottom half
|
||||
lda CoordIndex,y : tax
|
||||
lda $20,x : cmp #$78 : bcs .setQuad
|
||||
!add #$78 : sta $04 : bra .adjust
|
||||
|
||||
.setQuad
|
||||
lda CamQuadIndex,y : tax : lda $0607, x : pha
|
||||
lda CameraIndex,y : tax : pla : sta $e3, x : bra .done
|
||||
|
||||
.adjust
|
||||
lda CameraIndex,y : tax
|
||||
.done lda $04 : sta $e2,x
|
||||
rts
|
||||
}
|
||||
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Reference in New Issue
Block a user