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