Started addressing trap doors to help indicate when they should be open

Sped up the gfx fixer stuff by moving the dungeon load room to execute only once
Minor optimization to spiral
Moved normal doors to separate file
This commit is contained in:
randall.rupper
2019-09-11 12:17:20 -06:00
parent ed6ad04fa0
commit ec5e8614bc
9 changed files with 332 additions and 289 deletions

View File

@@ -139,7 +139,15 @@ A -> 0468
0468++
0 -> 0690
InterRoom:
pre
01b6b5 sta $0468 (01) in this case
01b7ce stz 468 x2
post
028acc inc $0468
028ad2 stz $0690
01d391 inc $0690 x 10 during animation
Other transition stuff
@@ -159,3 +167,9 @@ Places where sta $e2 happens
028750 Module_Dungeon
0286ef Module_Dungeon
Stuff about big key door south
1e -> Y
1aab1 ldx ce06,y (where y is 1e = ce24) loads 2a80, but should be 2ac8 for the gfx
not detected as big key door - need to look into tile attributes