Tons of edge work:

--Refactor of scrolling
--Addition of edge math
--Tied linking doors to DR Flag
--Fixed vanilla linking doors
This commit is contained in:
aerinon
2020-03-31 11:00:49 -06:00
parent 8ceb1f4585
commit c968621ba3
13 changed files with 559 additions and 418 deletions

View File

@@ -19,8 +19,8 @@ incsrc spiral.asm
incsrc gfx.asm
incsrc keydoors.asm
incsrc overrides.asm
;incsrc edges.asm
;incsrc math.asm
incsrc edges.asm
incsrc math.asm
warnpc $279000
; Data Section

View File

@@ -58,156 +58,156 @@ 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
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Default/Garbage row
dw $0003, $0003, $0003, $0450, $0003, $0003, $0003, $0003, $0003, $0452, $0003, $0003 ; HC Back Hall (x01)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewer Switches (x02)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Crystaroller
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Arghus
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Aga 2
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewer Secret Room
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sanc
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Pokey
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Lava Pipe
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Pipes n Ledge
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swap Canal
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod dark Maze
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod Bridge
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod Eye Statue
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Pre Aga
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Cross
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice BK
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x20 Aga1
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewer Key Rat
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewer Waters
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Eye Entrance
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Chest Entrance
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp Statue
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; PoD Arena (x2a)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; PoD Statue (x2b)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Compass
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x30 Aga's Altar
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Dark Cross
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Lanmolas
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp West Wing
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Flooded Key
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp Main Hub (x36)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp Hammer Time
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp First Basement
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Drop to the Moth
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod 3 Catwalks
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod Conveyor
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Minihelma
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Conveyor
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewers
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Desert Torches
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT Big Chest
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT Cellblock
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp Compass Loop
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Skull3 Torches
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod Entrance
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Pod Mimics 1
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Conveyor Ice
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Moldorm
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; IPBJ
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0401, $0003, $0003 ; HC West Hall (x50)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC Throne Room (x51)
dw $0003, $0003, $0003, $0401, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC East Hall (x52)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Desert Tiles 1
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Skull 2 Left Entrance
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Skull 2 Right Entrance
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Skull 1 Entrance
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Skull 3 Entrance
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Helmasaur
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Spike Switch
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Cannonball
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Gauntlet 1
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Choice Cross
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Iced U
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC West Lobby (x60)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC Main Lobby (x61)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC East Lobby (x62)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x66 Swamp Waterfall
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x67 Skull 1 Left Drop
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x68 Skull 1 Pinball
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x6a Pod Rupees
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x6b GT Mimics
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x6c GT Lanmolas
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x6d Gauntlet 2
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; x6e Ice Gators
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC Armory
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Desert BK Chest
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Swamp Flooded Chests
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT DM's Tile
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Randoroom
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Warp Maze
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Freezors
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Hookpit
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; HC Catawalk
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Desert Right Entrance
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Left
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Hopeful Torch
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Right
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Lonely Freezor
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Vitreous (x90)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Rain
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Dark Crystals
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Blockswitch
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Fallbridge
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Torch Cross
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Darkness
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Warp Maze 2
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Invis Bridge
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Compass Room
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Big Chests
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Icy Pots
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Pre-Vitreous (xa0)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Fishbone
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Bridges
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Corner
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Trinexx (xa4)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; GT Wizzrobes
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Compass (xa8)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Courtyard (xa9)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Map (xaa)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT Switch
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Blind
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Iced T
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Slipway
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Warpzone
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire ????
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Spikes
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Refill
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Dark Maze
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Chainchomp
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Rollers
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Big Key
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Easter Cannonball
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Dark Circle
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT Hellway
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT Bossway
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Blockswitch
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Backtracker
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Tiles
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Main Hub
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire Big Chest
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Switch Maze
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Narrow
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Early Hub
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Floating Torches
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Armos
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Entrance
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT NW Quad
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT NE Quad
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Ice Boss Drop
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire BK
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Mire 2
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Laser Bridge
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TR Main Entrance
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Eyegores
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Attic Switches
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Eastern Attic Start
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT Entrance Quad
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; TT SE Quad
; this should end at 27AE10 about
; some values you can hardcode
;dw $0070, $36a0 ; ->HC Stairwell
@@ -490,8 +490,9 @@ dw $0000
dw $0000,$0000,$0000,$0000
dw $ffff ; indicates the end - we can drop this
; Edge Transition Table
org $27C500 ;ends around 27C5F0
; Edge Transition Table (Target Room, Flags, MultiDiv ratio for edges)
org $27C500 ;ends around 27C5F(9) 4 bytes would be 27C649
;I kind of want to split the 3rd byte into two
NorthOpenEdge:
db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11
db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11
@@ -509,6 +510,7 @@ db $00,$80,$11, $00,$80,$11, $00,$80,$11
db $00,$80,$11, $00,$80,$11, $00,$80,$11
db $00,$80,$11, $00,$80,$11, $00,$80,$11
; Edge Info Table (Midpoint, Width, Min Coord)
; I kind of want to add a fourth byte to help indicate quadrant info on min coord
NorthEdgeInfo:
db $a8,$10,$a0, $2c,$08,$28 ;HC
db $b8,$20,$a8 ; DP West Wing

View File

@@ -11,12 +11,14 @@ jsl AdjustTransition
nop
;turn off linking doors -- see .notRoomLinkDoor label in Bank02.asm
org $02b5a6
bra NotLinkDoor1
org $02b5a8 ; <- 135a8 - Bank02.asm : 8368 (LDA $7EC004 : STA $A0)
jsl CheckLinkDoorR
bcc NotLinkDoor1
org $02b5b6
NotLinkDoor1:
org $02b647
bra NotLinkDoor2
org $02b649 ; <- 135a8 - Bank02.asm : 8482 (LDA $7EC004 : STA $A0)
jsl CheckLinkDoorL
bcc NotLinkDoor2
org $02b657
NotLinkDoor2:

View File

@@ -1,6 +1,6 @@
HorzEdge:
cpy #$ff : beq +
jsr DetectWestEdge : bra ++
jsr DetectWestEdge : ldy #$02 : bra ++
+ jsr DetectEastEdge
++ cmp #$ff : beq +
sta $00 : asl : !add $00 : tax
@@ -28,71 +28,200 @@ VertEdge:
LoadEdgeRoomHorz:
lda $03 : sta $a0
sty $09
and.b #$0f : asl a : !sub $23 : !add $09 : sta $02
sty $06
and.b #$0f : asl a : !sub $23 : !add $06 : sta $02
ldy #$00 : jsr ShiftVariablesMainDir
lda $a0 : and.b #$F0 : lsr #3 : sta $0603 : inc : sta $0607
lda $04 : and #$40 : bne +
lda $603 : sta $00 : stz $01 : bra ++
+ lda $607 : sta $00 : lda #$02 : sta $01
++ ; $01 now contains 0 or 2
lda $00 : sta $21 : sta $0601 : sta $0605
lda $01 : sta $aa : lsr : sta $01 : stz $00
lda $0a : sta $20
lda $04 : and #$80 : bne .edge
lda $04 : sta $01 ; load up flags in $01
jsr PrepScrollToNormal
bra .scroll
stz $0e
rep #$30
lda $e8 : and #$01ff : sta $02
lda $0a : and #$00ff : !add $00 : sta $00
.edge
lda $04 : and #$10 : beq +
lda #$01
+ sta $ee ; layer stuff
cmp #$006c : !bge +
lda #$0077 : bra ++
+ cmp #$017c : !blt +
lda #$0187 : bra ++
+ !add #$000b
++ sta $0618 : inc #2 : sta $061a
jsr MathHorz
lda $00 : cmp #$0078 : !bge +
lda #$0000 : bra ++
+ cmp #$0178 : !blt +
lda #$0100 : bra ++
+ !sub #$0078
++ sta $00
; figures out scroll amt
cmp $02 : bne +
lda #$0000 : bra .done
+ !blt +
!sub $02 : inc $0e : bra .done
+ lda $02 : !sub $00
.done sta $ab : sep #$30
lda $0e : asl : ora $ac : sta $ac
lda $e9 : and #$01 : asl #2 : tax : lda $0603, x : sta $e9
lda $04 : and #$10 : lsr #4 : sta $ee ; layer stuff
.scroll
jsr ScrollY
rts
LoadEdgeRoomVert:
lda $03 : sta $a0
sty $09
and.b #$f0 : lsr #3 : !sub $21 : !add $09 : sta $02
sty $06
and.b #$f0 : lsr #3 : !sub $21 : !add $06 : sta $02
ldy #$01 : jsr ShiftVariablesMainDir
lda $04 : and #$80 : bne .edge
lda $04 : sta $01 ; load up flags in $01
jsr PrepScrollToNormal
bra .scroll
.edge
lda $04 : and #$10 : beq +
lda #$01
+ sta $ee ; layer stuff
jsr MathVert
lda $03
.scroll
jsr ScrollX
rts
MathHorz:
jsr MathStart : lda $20
jsr MathMid : and #$0040
jsr MathEnd
rts
MathVert:
jsr MathStart : lda $22
jsr MathMid : and #$0020
jsr MathEnd
rts
MathStart:
rep #$30
lda $08 : and #$00ff : sta $00
rts
MathMid:
and #$01ff : !sub $00 : and #$00ff : sta $00
; nothing should be bigger than $a0 at this point
lda $05 : and #$00f0 : lsr #4 : tax
lda MultDivInfo, x : and #$00ff : tay
lda $00 : jsr MultiplyByY : sta $02
lda $07 : and #$00ff : jsr MultiplyByY : tax
lda $05 : and #$000f : tay
lda MultDivInfo, y : and #$00ff : tay
lda $02 : jsr DivideByY : sta $00
lda $0c : and #$00ff : sta $02
lda $04
rts
MathEnd:
beq +
lda #$0100
+ !add $02 : !add $00
sta $04
sep #$30
rts
; expects target quad in $05 (either 0 or 1) and target pixel in $04, target room should be in $a0
; $06 is either $ff or $01/02
; uses $00-$03 and $0e for calculation
; also set up $ac
ScrollY: ;change the Y offset variables
lda $a0 : and.b #$f0 : lsr #3 : sta $0603 : inc : sta $0607
lda $05 : bne +
lda $603 : sta $00 : stz $01 : bra ++
+ lda $607 : sta $00 : lda #$02 : sta $01
++ ; $01 now contains 0 or 2 and $00 contains the correct lat
stz $0e
rep #$30
lda $00 : pha
lda $e8 : and #$01ff : sta $02
lda $04 : jsr LimitYCamera : sta $00
jsr CheckRoomLayoutY : bcc +
lda $00 : cmp #$0080 : !bge ++
cmp #$0010 : !blt .cmpSrll
lda #$0010 : bra .cmpSrll
++ cmp #$0100 : !bge .cmpSrll
lda #$0100
.cmpSrll sta $00
; figures out scroll amt
+ lda $00 : cmp $02 : bne +
lda #$0000 : bra .next
+ !blt +
!sub $02 : inc $0e : bra .next
+ lda $02 : !sub $00
.next
sta $ab
jsr AdjustCameraBoundsY
pla : sta $00
sep #$30
lda $04 : sta $20
lda $00 : sta $21 : sta $0601 : sta $0605
lda $01 : sta $aa
lda $0e : asl : ora $ac : sta $ac
lda $e9 : and #$01 : asl #2 : tax : lda $0603, x : sta $e9
rts
LimitYCamera:
cmp #$006c : !bge +
lda #$0000 : bra .end
+ cmp #$017d : !blt +
lda #$0110 : bra .end
+ !sub #$006c
.end rts
CheckRoomLayoutY:
jsr LoadRoomLayout ;switches to 8-bit
cmp #$00 : beq .lock
cmp #$07 : beq .free
cmp #$01 : beq .free
cmp #$04 : !bge .lock
cmp #$02 : bne +
lda $06 : cmp #$ff : beq .lock
+ cmp #$03 : bne .free
lda $06 : cmp #$ff : bne .lock
.free rep #$30 : clc : rts
.lock rep #$30 : sec : rts
LoadRoomLayout:
lda $a0 : asl : !add $a0 : tax
lda $1f8001, x : sta $b8
lda $1f8000, x : sta $b7
sep #$30
ldy #$01 : lda [$b7], y : and #$1c : lsr #2
rts
; expects target quad in $05 (either 0 or 1) and target pixel in $04, target room should be in $a0
; uses $00-$03 and $0e for calculation
; also set up $ac
ScrollX: ;change the X offset variables
lda $a0 : and.b #$0f : asl : sta $060b : inc : sta $060f
lda $04 : and #$20 : bne +
lda $05 : bne +
lda $60b : sta $00 : stz $01 : bra ++
+ lda $60f : sta $00 : lda #$01 : sta $01
++ ; $01 now contains 0 or 1
lda $00 : sta $23 : sta $0609 : sta $060d
lda $01 : sta $a9 : stz $00 ; setup for 16 bit ops
lda $0a : sta $22
++ ; $01 now contains 0 or 1 and $00 contains the correct long
stz $0e ; pos/neg indicator
rep #$30
lda $00 : pha
lda $e2 : and #$01ff : sta $02
lda $0a : and #$00ff : !add $00 : sta $00
lda $04 : jsr LimitXCamera : sta $00
jsr CheckRoomLayoutX : bcc +
lda $00 : cmp #$0080 : !bge ++
lda #$0000 : bra .cmpSrll
++ lda #$0100
.cmpSrll sta $00
;figures out scroll amt
+ lda $00 : cmp $02 : bne +
lda #$0000 : bra .next
+ !blt +
!sub $02 : inc $0e : bra .next
+ lda $02 : !sub $00
.next
sta $ab : lda $04
cmp #$0078 : !bge +
lda #$007f : bra ++
@@ -101,78 +230,121 @@ LoadEdgeRoomVert:
+ !add #$0007
++ sta $061c : inc #2 : sta $061e
lda $00 : cmp #$0078 : !bge +
lda #$0000 : bra ++
+ cmp #$0178 : !blt +
lda #$0100 : bra ++
+ !sub #$0078
++ sta $00
; figures out scroll amt
cmp $02 : bne +
lda #$0000 : bra .done
+ !blt +
!sub $02 : inc $0e : bra .done
+ lda $02 : !sub $00
.done sta $ab : sep #$30
pla : sta $00
sep #$30
lda $04 : sta $22
lda $00 : sta $23 : sta $0609 : sta $060d
lda $01 : sta $a9
lda $0e : asl : ora $ac : sta $ac
lda $e3 : and #$01 : asl #2 : tax : lda $060b, x : sta $e3
lda $04 : and #$10 : lsr #4 : sta $ee ; layer stuff
rts
LimitXCamera:
cmp #$0080 : !bge +
lda #$0000 : bra .end
+ cmp #$0181 : !blt +
lda #$0180
+ !sub #$0080
.end rts
CheckRoomLayoutX:
jsr LoadRoomLayout ;switches to 8-bit
cmp #$04 : !blt .lock
cmp #$05 : bne +
lda $06 : cmp #$ff : beq .lock
+ cmp #$06 : bne .free
lda $06 : cmp #$ff : bne .lock
.free rep #$30 : clc : rts
.lock rep #$30 : sec : rts
AdjustCameraBoundsY:
jsr CheckRoomLayoutY : bcc .free
; layouts that are camera locked (quads only)
lda $04 : and #$00ff : cmp #$007d : !blt +
lda #$0088 : bra ++
+ cmp #$006d : !bge +
lda #$0078 : bra ++
+ !add #$000b
; I think we no longer need the $02 variable
++ sta $02 : lda $04 : and #$0100 : !add $02 : bra .setBounds
; layouts where the camera is free
.free lda $04 : cmp #$006c : !bge +
lda #$0077 : bra .setBounds
+ cmp #$017c : !blt +
lda #$0187 : bra .setBounds
+ !add #$000b
.setBounds sta $0618 : inc #2 : sta $061a
rts
; don't need midpoint of edge Link is leaving (formerly in $06 - used by dir indicator)
; don't need width of edge Link is going to (currently in $0b)
LoadNorthData:
lda NorthEdgeInfo, x : sta $06 ; not needed I think
lda NorthOpenEdge, x : sta $03 : inx
lda NorthEdgeInfo, x : sta $07 ;probably needed for maths - unsure
lda NorthOpenEdge, x : sta $04 : inx
lda NorthOpenEdge, x : sta $03 : inx ; target room
lda NorthEdgeInfo, x : sta $07 ; needed for maths - (divide by 2 anyway)
lda NorthOpenEdge, x : sta $04 : inx ; bit field
lda NorthEdgeInfo, x : sta $08 ; needed for maths
lda NorthOpenEdge, x : sta $05
lda $04 : and #$0f : sta $00 : asl : !add $00 : tax
lda SouthEdgeInfo, x : sta $0a : inx ; needed now, and for nrml transition
lda SouthEdgeInfo, x : sta $0b : inx ; probably not needed - unsure
lda NorthOpenEdge, x : sta $05 ; ratio
lda $04 : jsr LoadSouthMidpoint : inx ; needed now, and for nrml transition
lda SouthEdgeInfo, x : sta $0b : inx ; probably not needed todo: remove
lda SouthEdgeInfo, x : sta $0c ; needed for maths
rts
LoadSouthMidpoint:
and #$0f : sta $00 : asl : !add $00 : tax
lda SouthEdgeInfo, x : sta $0a ; needed now, and for nrml transition
rts
LoadSouthData:
lda SouthEdgeInfo, x : sta $06
lda SouthOpenEdge, x : sta $03 : inx
lda SouthEdgeInfo, x : sta $07
lda SouthOpenEdge, x : sta $04 : inx
lda SouthEdgeInfo, x : sta $08
lda SouthOpenEdge, x : sta $05
lda $04 : and #$0f : sta $00 : asl : !add $00 : tax
lda NorthEdgeInfo, x : sta $0a : inx
lda $04 : jsr LoadNorthMidpoint : inx
lda NorthEdgeInfo, x : sta $0b : inx
lda NorthEdgeInfo, x : sta $0c
rts
LoadNorthMidpoint:
and #$0f : sta $00 : asl : !add $00 : tax
lda NorthEdgeInfo, x : sta $0a ; needed now, and for nrml transition
rts
LoadWestData:
lda WestEdgeInfo, x : sta $06
lda WestOpenEdge, x : sta $03 : inx
lda WestEdgeInfo, x : sta $07
lda WestOpenEdge, x : sta $04 : inx
lda WestEdgeInfo, x : sta $08
lda WestOpenEdge, x : sta $05
lda $04 : and #$0f : sta $00 : asl : !add $00 : tax
lda EastEdgeInfo, x : sta $0a : inx
lda $04 : jsr LoadEastMidpoint : inx
lda EastEdgeInfo, x : sta $0b : inx
lda EastEdgeInfo, x : sta $0c
rts
LoadEastMidpoint:
and #$0f : sta $00 : asl : !add $00 : tax
lda EastEdgeInfo, x : sta $0a ; needed now, and for nrml transition
rts
LoadEastData:
lda EastEdgeInfo, x : sta $06
lda EastOpenEdge, x : sta $03 : inx
lda EastEdgeInfo, x : sta $07
lda EastOpenEdge, x : sta $04 : inx
lda EastEdgeInfo, x : sta $08
lda EastOpenEdge, x : sta $05
lda $04 : and #$0f : sta $00 : asl : !add $00 : tax
lda WestEdgeInfo, x : sta $0a : inx
lda $04 : jsr LoadWestMidpoint : inx
lda WestEdgeInfo, x : sta $0b : inx
lda WestEdgeInfo, x : sta $0c
LoadWestMidpoint:
and #$0f : sta $00 : asl : !add $00 : tax
lda WestEdgeInfo, x : sta $0a ; needed now, and for nrml transition
rts
@@ -255,8 +427,8 @@ DetectWestEdge:
ldx #$05 : bra .end
+ cmp #$cc : bne +
lda $aa : beq ++
ldx #$07 : bra .end
++ ldx #$06 : bra .end
ldx #$06 : bra .end
++ ldx #$07 : bra .end
+ cmp #$dc : bne .end
ldx #$08
.end txa : rts
@@ -278,8 +450,8 @@ DetectEastEdge:
ldx #$05 : bra .end
+ cmp #$cb : bne +
lda $aa : beq ++
ldx #$07 : bra .end
++ ldx #$06 : bra .end
ldx #$06 : bra .end
++ ldx #$07 : bra .end
+ cmp #$db : bne .end
ldx #$08
.end txa : rts

View File

@@ -15,15 +15,17 @@ cpy #$0003 : bne ++
++ asl : sta $00 : tya : lsr : tay : lda $00 : bra .loop
.done rts
;todo -- width in X?
;Divisor in Y. Width of division is in X for rounding toward middle
DivideByY:
.loop cpy #$0001 : beq .done
cpy #$0003 : bne ++
jsr DivideBy3 : bra .done
++ cpy #$0005 : bne ++
jsr DivideBy5 : bra .done
; todo -- alter - width
++ tyx : jsr DivideBy2 : sta $00 : tya : lsr : tay : lda $00 : bra .loop
++ jsr DivideBy2 : sta $00
tya : lsr : tay
txa : lsr : tax
lda $00 : bra .loop
.done rts
MultiBy3:
@@ -34,12 +36,13 @@ MultiBy5:
sta $00 : asl #2 : !add $00
rts
;width of divison in x
;width of divison in x: rounds toward X/2
DivideBy2:
sta $00
lsr : bcc .done
sta $02 : txa : lsr : cmp $00 : !bge .done
lda $02 : inc
sta $02 : txa : lsr : cmp $00 : !blt +
lda $02 : inc : bra .done
+ lda $02
.done rts
DivideBy3:

View File

@@ -42,12 +42,26 @@ WarpDown:
jsr Cleanup
rtl
; carry set = use link door like normal
; carry clear = we are in dr mode, never use linking doors
CheckLinkDoorR:
lda DRMode : bne +
lda $7ec004 : sta $a0 ; what we wrote over
sec : rtl
+ clc : rtl
CheckLinkDoorL:
lda DRMode : bne +
lda $7ec003 : sta $a0 ; what we wrote over
sec : rtl
+ clc : rtl
TrapDoorFixer:
lda $fe : and #$0038 : beq .end
xba : asl #2 : sta $00
stz $0468 : lda $068c : ora $00 : sta $068c
.end
stz $fe ; clear our ab here because we don't need it anymore
stz $fe ; clear our fe here because we don't need it anymore
rts
Cleanup:
@@ -74,29 +88,28 @@ LoadRoomHorz:
{
phb : phk : plb
sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack
lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00
lda $01 : and.b #$80 : cmp #$80 : bne .gtg
; jsr HorzEdge : pla : bcs .end
pla
lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
lda $00 : cmp #$03 : bne .gtg
jsr HorzEdge : pla : bcs .end
sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
.gtg ;Good to Go!
pla ; Throw away normal room (don't fill up the stack)
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 : !add $07 : !sub $21 : sta $02 : sta $03
jsr ShiftLowCoord
jsr ShiftQuad
jsr ShiftCameraBounds
ldy #$01 : jsr ShiftVariablesSubDir ; flip direction
jsr SetupScrollIndicator
lda $01 : sta $fe : and #$04 : lsr #2
sta $ee
lda $01 : and #$10 : beq .end : stz $0468
lda $01 : and #$80 : beq .normal
ldy $06 : cpy #$ff : beq +
lda $01 : jsr LoadEastMidpoint : bra ++
+ lda $01 : jsr LoadWestMidpoint
++ jsr PrepScrollToEdge : bra .scroll
.normal
jsr PrepScrollToNormal
.scroll jsr ScrollY
.end
plb ; restore db register
rts
rts
}
; Y is an adjustment for main direction of travel (stored at $06)
@@ -105,33 +118,28 @@ LoadRoomVert:
{
phb : phk : plb
sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack
lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00
lda $01 : and.b #$80 : cmp #$80 : bne .gtg
; jsr VertEdge : pla : bcs .end
pla
lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
lda $00 : cmp #$03 : bne .gtg
jsr VertEdge : pla : bcs .end
sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
.gtg ;Good to Go!
pla ; Throw away normal room (don't fill up the stack)
lda $a0 : and.b #$F0 : lsr #3 : !sub $21 : !add $06 : sta $02
ldy #$01 : jsr ShiftVariablesMainDir
lda $a0 : and.b #$0F : asl a : !add $a9 : !sub $23 : sta $02 : sta $03
jsr ShiftLowCoord
jsr ShiftQuad
jsr ShiftCameraBounds
ldy #$00 : jsr ShiftVariablesSubDir ; flip direction
jsr SetupScrollIndicator
lda $01 : sta $fe : and #$04 : lsr #2
sta $ee
.end
plb ; restore db register
rts
}
SetupScrollIndicator:
lda $ab : and #$01 : asl : sta $ac
lda $ab : and #$40 : clc : rol #3 : ora $ac : sta $ac
lda $ab : and #$20 : asl #2 : sta $ab
lda $01 : and #$80 : beq .normal
ldy $06 : cpy #$ff : beq +
lda $01 : jsr LoadSouthMidpoint : bra ++
+ lda $01 : jsr LoadNorthMidpoint
++ jsr PrepScrollToEdge : bra .scroll
.normal
jsr PrepScrollToNormal
.scroll jsr ScrollX
.end
plb ; restore db register
rts
}
LookupNewRoom: ; expects data offset to be in A
{
@@ -163,93 +171,31 @@ ShiftVariablesMainDir:
rts
}
ShiftLowCoord:
; Target pixel should be in A, other info in $01
; Sets $04 $05 and $ee
PrepScrollToEdge:
{
lda $01 : and.b #$03 ; high byte index
jsr CalcOpposingShift
lda $ab : and.b #$f0 : cmp.b #$20 : bne .lowDone
lda OppCoordIndex,y : tax
lda #$80 : !add $20,x : sta $20,x
.lowDone
rts
sta $04 : lda $01 : and #$20 : beq +
lda #01
+ sta $05
lda $01 : and #$10 : beq +
lda #01
+ sta $ee
rts
}
; expects A to be (0,1,2) (dest number) and (0,1,2) (src door number) to be stored in $04
; $ab will be set to a bitmask aaaa qxxf
; a - amount of adjust
; f - flag, if set, then amount is pos, otherwise neg.
; q - quadrant, if set, then quadrant needs to be modified
CalcOpposingShift:
; Normal Flags should be in $01
; Sets $04 $05 and $ee, and $fe
PrepScrollToNormal:
{
stz $ab : stz $ac ; set up
cmp.b $04 : beq .noOffset ; (equal, no shifts to do)
phy : tay ; reserve these
lda $04 : tax : tya : !sub $04 : sta $04 : cmp.b #$00 : bpl .shiftPos
lda #$40
cpx.b #$01 : beq .skipNegQuad
ora #$08
.skipNegQuad
sta $ab : lda $04 : cmp.b #$FE : beq .done ;already set $ab
lda $ab : eor #$60
bra .setDone
.shiftPos
lda #$41
cpy.b #$01 : beq .skipPosQuad
ora #$08
.skipPosQuad
sta $ab : lda $04 : cmp.b #$02 : bcs .done ;already set $ab
lda $ab : eor #$60
.setDone sta $ab
.done ply
.noOffset rts
}
ShiftQuad:
{
lda $ab : and #$08 : beq .quadDone
lda ShiftQuadIndex,y : tax ; X should be set to either 1 (vertical) or 2 (horizontal) (for a9,aa quadrant)
lda $ab : and #$01 : beq .decQuad
inc $02
txa : sta $a8, x ; alter a9/aa
bra .quadDone
.decQuad
dec $02
lda #$00 : sta $a8, x ; alter a9/aa
.quadDone rts
}
ShiftVariablesSubDir:
{
lda CoordIndex,y : tax
lda $21,x : !add $02 : sta $21,x ; coordinate update
lda CameraIndex,y : tax
lda $e3,x : !add $03 : sta $e3,x ; scroll register high byte
lda CamQuadIndex,y : tax
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
}
ShiftCameraBounds:
{
lda CamBoundIndex,y : tax ; should be 0 for horz travel (vert bounds) or 4 for vert travel (horz bounds)
rep #$30
lda $ab : and #$00f0 : asl #2 : sta $06
lda $ab : and #$0001 : cmp #$0000 : beq .subIt
lda $0618, x : !add $06 : sta $0618, x
lda $061A, x : !add $06 : sta $061A, x
sep #$30
rts
.subIt
lda $0618, x : !sub $06 : sta $0618, x
lda $061A, x : !sub $06 : sta $061A, x
sep #$30
rts
lda $01 : sta $fe : and #$04 : lsr #2 : sta $ee ; trap door and layer
stz $05 : lda #$78 : sta $04
lda $01 : and #$03 : beq .end
cmp #$02 : !bge +
lda #$f8 : sta $04 : bra .end
+ inc $05
.end rts
}
AdjustTransition:
@@ -276,4 +222,9 @@ AdjustTransition:
}
AdjustCamAdd:
!add $00E2,y : sta $00E2,y : sta $00E0,y : rts
!add $00E2,y : pha
and #$01ff : cmp #$0111 : !blt +
cmp #$01f8 : !bge ++
pla : and #$ff10 : pha : bra +
++ pla : and #$ff00 : !add #$0100 : pha
+ pla : sta $00E2,y : sta $00E0,y : rts