GfxFixer: { lda DRMode : bne + jsl LoadRoomHook ;this is the code we overwrote jsl Dungeon_InitStarTileCh jsl LoadTransAuxGfx_Alt inc $b0 rtl + lda $b1 : bne .stage2 jsl LoadRoomHook ; this is the rando version - let's only call this guy once - may fix star tiles and slower loads jsl Dungeon_InitStarTileCh jsl LoadTransAuxGfx jsl Dungeon_LoadCustomTileAttr jsl PrepTransAuxGfx lda DRMode : cmp #$02 : bne + ; only do this in crossed mode ldx $a0 : lda TilesetTable, x cmp $0aa1 : beq + ; already eq no need to decomp sta $0aa1 tax : lda $02802e, x : tay jsl DecompDungAnimatedTiles + lda #$09 : sta $17 : sta $0710 jsl Palette_SpriteAux3 jsl Palette_SpriteAux2 jsl Palette_SpriteAux1 jsl Palette_DungBgMain jsr CgramAuxToMain inc $b1 rtl .stage2 lda #$0a : sta $17 : sta $0710 stz $b1 : inc $b0 rtl } CgramAuxToMain: ; ripped this from bank02 because it ended with rts { rep #$20 ldx.b #$00 .loop lda $7EC300, X : sta $7EC500, x lda $7EC340, x : sta $7EC540, x lda $7EC380, x : sta $7EC580, x lda $7EC3C0, x : sta $7EC5C0, x lda $7EC400, x : sta $7EC600, x lda $7EC440, x : sta $7EC640, x lda $7EC480, x : sta $7EC680, x lda $7EC4C0, x : sta $7EC6C0, x inx #2 : cpx.b #$40 : bne .loop sep #$20 ; tell NMI to upload new CGRAM data inc $15 rts }