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 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 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