RecordStairType: { sta $a0 lda $0e : sta $045e lda $063d, x rtl } SpiralWarp: { lda $040c : cmp.b #$ff : beq .abort ; abort if not in dungeon cmp #$14 : beq .check ; hera is okay cmp #$16 : beq .check ; thieves is okay cmp #$0e : bcs .abort ; abort if not supported yet -- todo: this needs to be altered/removed as more dungeons are implemented .check lda $045e : cmp #$5e : beq .gtg ; abort if not spiral - intended room is in A! cmp #$5f : beq .gtg .abort stz $045e : lda $a2 : and #$0f : rtl ; clear,run hijacked code and get out .gtg phb : phk : plb : phx : phy ; push stuff jsr LookupSpiralOffset rep #$30 : and #$00FF : asl #2 : tax lda SpiralTable, x : sta $00 lda SpiralTable+2, x : sta $02 sep #$30 lda $00 : sta $a0 ; shift quadrant if necessary stz $07 lda $01 : and #$01 : !sub $a9 bne .xQuad inc $07 lda $22 : bne .skipXQuad ; this is an edge case dec $23 : bra .skipXQuad ; need to -1 if $22 is 0 .xQuad sta $06 : !add $a9 : sta $a9 ldy #$00 : jsr ShiftQuadSimple .skipXQuad lda $aa : lsr : sta $06 : lda $01 : and #$02 : lsr : !sub $06 beq .skipYQuad sta $06 : asl : !add $aa : sta $aa ldy #$01 : jsr ShiftQuadSimple .skipYQuad lda $01 : and #$04 : lsr : sta $048a ;fix layer calc 0->0 2->1 lda $01 : and #$08 : lsr #2 : sta $0492 ;fix from layer calc 0->0 2->1 ; shift lower coordinates lda $02 : sta $22 : bne .adjY : lda $23 : !add $07 : sta $23 .adjY lda $03 : sta $20 : bne .upDownAdj : inc $21 .upDownAdj ldx #$08 lda $0462 : and #$04 : beq .upStairs ldx #$fd lda $01 : and #$80 : bne .set53 ; if target is also down adjust by (6,-15) lda #$06 : !add $20 : sta $20 : lda #$eb : !add $22 : sta $22 : bra .set53 .upStairs lda $01 : and #$80 : beq .set53 ; if target is also up adjust by (-6, 14) lda #$fa : !add $20 : sta $20 : lda #$14 : !add $22 : sta $22 bne .set53 : inc $23 .set53 txa : !add $22 : sta $53 lda $01 : and #$10 : sta $07 ; zeroHzCam check ldy #$00 : jsr SetCamera lda $01 : and #$20 : sta $07 ; zeroVtCam check ldy #$01 : jsr SetCamera stz $045e ; clear the staircase flag ply : plx : plb ; pull the stuff we pushed lda $a2 : and #$0f ; this is the code we are hijacking rtl } ;Sets the offset in A LookupSpiralOffset: { ;where link currently is in $a2: quad in a8 & #$03 ;count doors stz $00 : ldx #$00 : stz $01 .loop lda $047e, x : cmp $00 : bcc .continue sta $00 .continue inx #2 cpx #$08 : bcc .loop lda $00 : lsr cmp #$01 : beq .done ; look up the quad lda $a9 : ora $aa : and #$03 : beq .quad0 cmp #$01 : beq .quad1 cmp #$02 : beq .quad2 cmp #$03 : beq .quad3 .quad0 inc $01 : lda $a2 cmp #$0c : beq .q0diff ;gt ent cmp #$70 : bne .done ;hc stairwell .q0diff lda $22 : cmp #$98 : bcc .done ;gt ent and hc stairwell inc $01 : bra .done .quad1 lda $a2 cmp #$1a : beq .q1diff ;pod compass cmp #$26 : beq .q1diff ;swamp elbows cmp #$6a : beq .q1diff ;pod dark basement cmp #$76 : bne .done ;swamp drain .q1diff lda $22 : cmp #$98 : bcc .done inc $01 : bra .done .quad2 lda #$03 : sta $01 : lda $a2 cmp #$5f : bne .done ;ice u room lda $22 : cmp #$78 : bcc .done inc $01 : bra .done .quad3 lda #$02 : sta $01 ; always 2 .done lda $a2 : tax : lda SpiralOffset,x !add $01 ;add a thing (0 in easy case) rts } ShiftQuadSimple: { lda CoordIndex,y : tax lda $20,x : beq .skip lda $21,x : !add $06 : sta $21,x ; coordinate update .skip lda CamQuadIndex,y : tax lda $0601,x : !add $06 : sta $0601,x lda $0605,x : !add $06 : sta $0605,x ; high bytes of these guys rts } SetCamera: { stz $04 tyx : lda $a9,x : bne .nonZeroHalf lda CamQuadIndex,y : tax : lda $607,x : pha lda CameraIndex,y : tax : pla : cmp $e3, x : bne .noQuadAdj dec $e3,x .noQuadAdj lda $07 : bne .adj0 lda CoordIndex,y : tax lda $20,x : beq .oddQuad cmp #$79 : bcc .adj0 !sub #$78 : sta $04 tya : asl : !add #$04 : tax : jsr AdjCamBounds : bra .done .oddQuad lda #$80 : sta $04 : bra .adj1 ; this is such a weird case - quad cross boundary .adj0 tya : asl : tax : jsr AdjCamBounds : bra .done .nonZeroHalf ;meaning either right half or bottom half lda $07 : bne .setQuad lda CoordIndex,y : tax lda $20,x : cmp #$78 : bcs .setQuad !add #$78 : sta $04 lda CamQuadIndex,y : tax : lda $0603, x : pha lda CameraIndex,y : tax : pla : sta $e3, x .adj1 tya : asl : !add #$08 : tax : jsr AdjCamBounds : bra .done .setQuad lda CamQuadIndex,y : tax : lda $0607, x : pha lda CameraIndex,y : tax : pla : sta $e3, x tya : asl : !add #$0c : tax : jsr AdjCamBounds : bra .done .done lda CameraIndex,y : tax lda $04 : sta $e2, x rts } ; input, expects X to be an appropriate offset into the CamBoundBaseLine table ; when $04 is 0 no coordinate are added AdjCamBounds: { rep #$20 : lda CamBoundBaseLine, x : sta $05 lda $04 : and #$00ff : beq .common lda CoordIndex,y : tax lda $20, x : and #$00ff : !add $05 : sta $05 .common lda OppCamBoundIndex,y : tax lda $05 : sta $0618, x inc #2 : sta $061A, x : sep #$20 rts }