Can get stuck in loop because it ran into a dead end only option early, not sure how to avoid that.
Also, some landings are considered outstanding doors, that shouldn't happen.
Ugly doors are doors that we don't want to see from the front:
- south-facing side of a BK door
- other side of one of those keyed staircases that don't actually have a matching key on the other side
This rejects layouts where one would appear.
Better blocked door handling:
- Start dungeon layout at the entrance
- Hold off on linking from blocked doors until the end of the dungeon, so they either point deeper in, or get added as a loop.
- Now that we care what the start is, properly handle the fact that dungeons have multiple starts.
Shuffler doesn't respect blocked doors yet so it may create an unbeatable layout, and the item placer will panic. But that's better than silently giving the player something impossible
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.
Bug with doors with offset 2 going to doors with offset 2 was fixed in asm.
Refactor asm code to use Y as 2nd index, which cleaned up code.
Also learned the phb:phk:plb ... plb trick (cleaner than what I was doing)
ASAR asm patch included with test tables.
Eastern and Hyrule Castle regions created from a while ago.
Currently broken because boss prizes are unreachable.