tolmar
6ac00c2968
Eastern Palace Logic
...
Works sometimes. Either needs a south-facing big key door hack, or a way to avoid placing big key doors in places where you can see their back.
2019-09-15 11:35:35 -07:00
tolmar
c8bd17042e
More door fixes
2019-09-15 00:08:30 -07:00
tolmar
b4028f429a
Merge branch 'DoorDev' into DoorShuffleStandardModeDev
2019-09-14 22:15:55 -07:00
tolmar
8513dff636
Fix some incorrect door keyness
2019-09-14 22:08:32 -07:00
randall.rupper
ec5e8614bc
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
2019-09-11 12:17:20 -06:00
tolmar
b07c71a487
Merge branch 'DoorDev' into DoorShuffleStandardModeDev
2019-09-07 16:44:26 -07:00
tolmar
861195eb8b
Add internal key data
...
Adds forced keys (enemy and pot drops) to regions, adds key doors within supertiles.
2019-09-07 16:39:39 -07:00
randall.rupper
1ec963f162
Moved spiral warp point during dark transition (fixed $53 logic)
...
More spiral layers fixed by adding a 'from layer' bit.
Several edge cases addressed (a couple stairs crossed quadrant boundaries during transition)
2019-09-06 14:21:19 -06:00
randall.rupper
02b3ca5d52
Some spiral layers fixed
...
Some spiral camera bounds fixed
2019-09-06 09:13:49 -06:00
randall.rupper
eb3b1eaa44
Working on spiral problems
2019-09-05 21:09:26 -06:00
randall.rupper
ac01262a31
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.
2019-09-04 16:34:59 -06:00
tolmar
5a891c68d1
Fill in standard mode shuffle
...
A bit ugly for now, but it basically works. Still needs logic.
2019-08-26 21:37:31 -07:00
randall.rupper
7f6c593df0
Bug with sanc/pull switch doors fixed.
...
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)
2019-08-26 15:03:42 -06:00
aerinon
8db381a59c
Fixed several layer issue and a couple wrong room indices. Added a notes file in case I want to remember things.
2019-08-23 21:23:42 -06:00
randall.rupper
c87c767835
Upgrades doors to be written out by the rom. (No testing today)
...
Added some various modes to play around with.
Fixed prototype's generation code to run
2019-08-23 16:52:53 -06:00
randall.rupper
ad3770e534
An initial commit.
...
ASAR asm patch included with test tables.
Eastern and Hyrule Castle regions created from a while ago.
Currently broken because boss prizes are unreachable.
2019-08-22 12:03:55 -06:00