org $02b5c4 ; -- moving right routine 135c4 jsl WarpRight org $02b665 ; -- moving left routine jsl WarpLeft org $02b713 ; -- moving down routine jsl WarpDown org $02b7b4 ; -- moving up routine jsl WarpUp org $02bd80 jsl AdjustTransition nop ;turn off linking doors -- see .notRoomLinkDoor label in Bank02.asm org $02b5a8 ; <- 135a8 - Bank02.asm : 8368 (LDA $7EC004 : STA $A0) jsl CheckLinkDoorR bcc NotLinkDoor1 org $02b5b6 NotLinkDoor1: org $02b649 ; <- 135a8 - Bank02.asm : 8482 (LDA $7EC004 : STA $A0) jsl CheckLinkDoorL bcc NotLinkDoor2 org $02b657 NotLinkDoor2: ; Staircase routine org $01c3d4 ;(PC: c3d4) jsl RecordStairType : nop org $02a1e7 ;(PC: 121e7) jsl SpiralWarp ; Graphics fix org $02895d Splicer: jsl GfxFixer lda $b1 : beq .done rts nop #5 .done org $00fda4 Dungeon_InitStarTileCh: org $00d6ae ;(PC: 56ae) LoadTransAuxGfx: org $00df5a ;(PC: 5f5a) PrepTransAuxGfx: org $0ffd65 ;(PC: 07fd65) Dungeon_LoadCustomTileAttr: ;org $01fec1 ;Dungeon_ApproachFixedColor_variable: ;org $a0f972 ; Rando version ;LoadRoomHook: org $1bee74 ;(PC: 0dee74) Palette_DungBgMain: org $1bec77 Palette_SpriteAux3: org $1becc5 Palette_SpriteAux2: org $1bece4 Palette_SpriteAux1: org $0DFA53 jsl.l LampCheckOverride org $028046 ; <- 10046 - Bank02.asm : 217 (JSL EnableForceBlank) (Start of Module_LoadFile) jsl.l OnFileLoadOverride org $07A93F ; < 3A93F - Bank07.asm 6548 (LDA $8A : AND.b #$40 - Mirror checks) jsl.l MirrorCheckOverride org $05ef47 Sprite_HeartContainer_Override: ;sprite_heart_upgrades.asm : 96-100 (LDA $040C : CMP.b #$1A : BNE .not_in_ganons_tower) jsl GtBossHeartCheckOverride : bcs .not_in_ganons_tower nop : stz $0dd0, X : rts .not_in_ganons_tower org $2081f2 jsl MirrorCheckOverride2 org $20825c jsl MirrorCheckOverride2 org $07a955 ; <- Bank07.asm : around 6564 (JP is a bit different) (STZ $05FC : STZ $05FD) jsl BlockEraseFix nop #2 org $02b82a jsl FixShopCode org $1ddeea ; <- Bank1D.asm : 286 (JSL Sprite_LoadProperties) jsl VitreousKeyReset org $1ed024 ; f5024 sprite_guruguru_bar.asm : 27 (LDA $040C : CMP.b #$12 : INY #2 jsl GuruguruFix : bra .next nop #3 .next ; also rando's hooks.asm line 1360 org $a0ee11 ; <- 6FC4C - headsup_display.asm : 836 (LDA $7EF36E : AND.w #$00FF : ADD.w #$0007 : AND.w #$FFF8 : TAX) jsl DrHudOverride org $098638 ; rando's hooks.asm line 2192 jsl CountChestKeys org $06D192 ; rando's hooks.asm line 457 jsl CountAbsorbedKeys ; rando's hooks.asm line 1020 org $05FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F) jsl CountBonkItem ; These two, if enabled together, have implications for vanilla BK doors in IP/Hera/Mire ; IPBJ is common enough to consider not doing this. Mire is not a concern for vanilla - maybe glitched modes ; Hera BK door back can be seen with Pot clipping - likely useful for no logic seeds ;Kill big key (1e) check for south doors ;org $1aa90 ;DontCheck: ;bra .done ;nop #3 ;.done ;Enable south facing bk graphic ;org $4e24 ;dw $2ac8 org $01b714 ; PC: b714 OpenableDoors: jsl CheckIfDoorsOpen bcs .normal rts .normal