Dungeon_InterRoomTrans 7.2 -> (01) -> Dungeon_LoadRoom Dungeon_InitStarTileCh **Load and and Prep Here Dungeon_ResetSprites $028908 (PC: 10908) is the jump tample hook points 7.2.1 22 32 f4 a0 $028961 (PC: 10961) 22 a4 fd 00 22 39 d7 00 e6 b0 9c 00 02 a5 a2 48 a5 a0 Modules 04 and 05 skip the PaletteFiltering right above it - moving the pointers slightly might help - didn't help mostly for the black fade out 60 a5 b0 c9 07 90 ?? ?? jsl ?? ?? ?? jsl ?? ?? ?? jsl 07 ?? ?? lda b0 jsl 00 ?? ?? pointers!!! SpiralStaircase (00) 290C6 (01) 28B7A (02) 28FA3 -> Fixed Color see 110A1-$110C6 JUMP LOCATION in Bank02 e944 is PaletteFiltering (Fade out!) (.doFiltering) (03) 28BE4 -> Dungeon_LoadRoom, Dungeon_InitStarTileChr, LoadTransAuxGfx, Dungeon_LoadCustomTileAttr (04) 28D11 -> PrepTransAuxGfx (05) 28D1F -> Sets $17 to #$0A (06) 28C12 -> Dungeon_ResetSprites - these guys called each other a ton c9* b5 ca* b5* ca* b1* b5 c6* ca b1* b5 c6* ca 96--------- (07) 28FC9 -> 5 jumps in here, sets $a4 floor 112B1 -> may be related to straight staircase only 13B7B 135DC 10EC9 10AB3 - right before b5 (08) 289CA -> calls $113F (above .copyTilemap in Bank 00) (09) 289B5 -> calls $11C4 (updates all tiles in a room) (0a) 289CA -> go through the tilemap.... (0b) 289B1 -> runs a filter - new color?, then $11C4 (didn't see call to 289B5) (0c) 289C6 -> runs a filter then $113F (0d) 289B1 -> repeat last two steps (0e) 289C6 (0f) 28F96 -> Fade in (10) 2905D (11) 2909D (12) 290B7 (13) 290DF SpiralStaircase -> (03) 10CE2 -> Dungeon_LoadRoom Dungeon_InitStarTileChr LoadTransAuxGfx Dungeon_LoadCustomTileAttr (04) 10E0F -> PrepTransAuxGfx (06) 10D10 -> Dungeon_ResetSprites ; Upward floor transition Dungeon -> x06 -> $10C14 -> 10CE2 -> Dungeon_LoadRoom Dungeon_InitStarTileChr LoadTransAuxGfx Dungeon_LoadCustomTileAttr 10E0F -> PrepTransAuxGfx 10D10 -> Dungeon_ResetSprites ; Downward floor transition Dungeon -> x07 -> $10E27 -> 10CE2 -> Dungeon_LoadRoom Dungeon_InitStarTileChr LoadTransAuxGfx Dungeon_LoadCustomTileAttr 10E0F -> PrepTransAuxGfx 10D10 -> Dungeon_ResetSprites StraightStairs_2 -> Dungeon_LoadRoom -> LoadTransAuxGfx StraightStairs_3 -> 10E0F -> PrepTransAuxGfx StraightStairs_4 -> Dungeon_ResetSprites Dungeon_Teleport -> 10CE2 -> Dungeon_LoadRoom 10CE2 -> LoadTransAuxGfx 10D10 -> Dungeon_ResetSprites Hook points org $00d6ae (PC: 56ae) LoadTransAuxGfx 8b 4b ab 64 00 org $00df5a (PC: 5f5a) PrepTransAuxGfx a9 7e 85 02 85 05 c2 31 org $0ffd65 (PC: 07fd65) Dungeon_LoadCustomTileAttr 8b 4b ab c2 30 ad A2 0A 29 FF 00 Palette_DungBgMain c2 21 ae b6 0a bf 1b ; This is the palette index for a certain background LDX $0AB6 LDA $1BEC4B, X : ADC.w #$D734 : STA $00 : PHA REP #$10 LDA.w #$0042 ; Target BP-2 through BP-7 (full) LDX.w #$000E ; (Length - 1) (in words) of the palettes. LDY.w #$0005 Trap doors: 0468 - flag is set when doors are down (1 = down? 0 = up?) $690 - 7 for open - 0 for down IntraRoom: -> Dungeon_IntraRoomTransShutDoors (maybe should be Open) stz $0468 #$07 -> $0690 Dungeon_IntraRoomTransOpenDoors (maybe should be Shut) 10D71 -> A A -> 0468 0468++ 0 -> 0690 InterRoom: pre 01b6b5 sta $0468 (01) in this case 01b7ce stz 468 x2 post 028acc inc $0468 028ad2 stz $0690 01d391 inc $0690 x 10 during animation Other transition stuff Overworld_LoadTransGfx -> LoadTransAuxGfx Overworld_LoadTransGfx -> PrepTransAuxGfx Module_LoadFile -> Dungeon_ResetSprites Module_HoleToDungeon -> 10D10 -> Dungeon_ResetSprites Camera work: Places where sta $e2 happens 02ba5d 13A31 - 028750 Module_Dungeon 0286ef Module_Dungeon Stuff about big key door south 1e -> Y this is at 00ce24 or pc 004e24 org 00ce24 dw 2ac8 1aab1 ldx ce06,y (where y is 1e = ce24) loads 2a80, but should be 2ac8 for the gfx not detected as big key door - need to look into tile attributes extraneous keydoors $5b - GT 91 idx 0 $99 - EP 153 idx 1 $a2 - MM 162 idx 0 $a8 - EP 168 idx 2 $bc - TT 188 idx 1 ;SRAM corruption investigation ;call stack ; 110c7 7.e.7 (Dungeon_SpiralStaircase_7) ; 112b1 ; dw $8CE2 ; = $10CE2* ; dw $8E0F ; = $10E0F* ; dw $8E1D ; = $10E1D* ; dw $8D10 ; = $10D10* ; dw $90C7 ; = $110C7* ;bank2 line 3323 - x is d422 - comes from 048c ; called by 10CE2, (Dungeon_SpiralStaircase_3) ;122f0 Link's position after screen transition and auto-walk (from $02C034): 0C 20 30 38 48 ; down D4 D8 C0 C0 A8 ; up 0C 18 28 30 40 ; right E4 D8 C8 C0 B0 ; left Effectively indexed by $0418*#$05+$4E. Row ($0418) is the direction and column ($4E) determines how far to auto-walk (depends on tile attribute at edge of screen). From left to right: edge, inside high door, outside high door, inside low door and outside low door.