Files
alttpr-python/asm/doorrando.asm
aerinon 1aa2d904d3 Spirals Can "connect" to the same direction now. Screws with maps.
Some initial work on key doors. Namely altering the reverse side of Big Key doors that were unreachable in vanilla.
2019-09-19 14:58:50 -06:00

113 lines
2.5 KiB
NASM

!add = "clc : adc"
!sub = "sec : sbc"
; Free RAM notes
; Normal doors use $0127 for scrolling indicator
; Normal doors use $AB to store the trap door indicator
; Spiral doors use $045e to store stair type
; Gfx uses $b1 to for sub-sub-sub-module thing
; Hooks into various routines
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
org $01b714
jsl TrapDoorFixer
;turn off linking doors -- see .notRoomLinkDoor label in Bank02.asm
org $02b5a6
bra NotLinkDoor1
org $02b5b6
NotLinkDoor1:
org $02b647
bra 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:
incsrc keydoors.asm
;Kill big key (1e) check for south doors - not that easy unfortunately
;org $1aa90
;nop #5
;Main Code
org $278000 ;138000
incsrc normal.asm
incsrc spiral.asm
incsrc gfx.asm
; Data Section
org $279000
OffsetTable:
dw -8, 8
; Vert 0,6,0 Horz 2,0,8
org $279010
CoordIndex: ; Horizontal 1st
db 2, 0 ; Coordinate Index $20-$23
OppCoordIndex:
db 0, 2 ; Swapped coordinate Index $20-$23 (minor optimization)
CameraIndex: ; Horizontal 1st
db 0, 6 ; Camera Index $e2-$ea
CamQuadIndex: ; Horizontal 1st
db 8, 0 ; Camera quadrants $600-$60f
ShiftQuadIndex:
db 2, 1 ; see ShiftQuad func (relates to $a9,$aa)
CamBoundIndex: ; Horizontal 1st
db 0, 4 ; Camera Bounds $0618-$61f
OppCamBoundIndex: ; Horizontal 1st
db 4, 0 ; Camera Bounds $0618-$61f
CamBoundBaseLine: ; X camera stuff is 1st column todo Y camera needs more testing
dw $007f, $0077 ; Left/Top camera bounds when at edge or layout frozen
dw $0007, $000b ; Left/Top camera bounds when not frozen + appropriate low byte $22/$20 (preadj. by #$78/#$6c)
dw $00ff, $010b ; Right/Bot camera bounds when not frozen + appropriate low byte $20/$22
dw $017f, $0187 ; Right/Bot camera bound when at edge or layout frozen
incsrc doortables.asm