Fixed graphics between HC/Sewers and cross dungeons. Added base work for spiral staircases in HC/Eastern. (More data needed for other dungeons.) Added new region to deal with push blocks in Sewers Secret Room Refactored asm to be in multiple files.
142 lines
3.4 KiB
Plaintext
142 lines
3.4 KiB
Plaintext
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Dungeon_InterRoomTrans 7.2 -> (01) -> Dungeon_LoadRoom
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Dungeon_InitStarTileCh
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**Load and and Prep Here
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Dungeon_ResetSprites
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$028908 (PC: 10908) is the jump tample
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hook points 7.2.1
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22 32 f4 a0
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$028961 (PC: 10961) 22 a4 fd 00
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22 39 d7 00
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e6 b0
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9c 00 02
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a5 a2
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48
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a5 a0
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Modules 04 and 05 skip the PaletteFiltering right above it - moving the pointers slightly might help
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60 a5 b0 c9 07 90 ?? ??
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jsl ?? ?? ??
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jsl ?? ?? ??
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jsl 07 ?? ??
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lda b0
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jsl 00 ?? ??
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pointers!!!
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SpiralStaircase
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(00) 290C6
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(01) 28B7A
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(02) 28FA3 -> Fixed Color see 110A1-$110C6 JUMP LOCATION in Bank02 e944 is PaletteFiltering (Fade out!) (.doFiltering)
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(03) 28BE4 -> Dungeon_LoadRoom, Dungeon_InitStarTileChr, LoadTransAuxGfx, Dungeon_LoadCustomTileAttr
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(04) 28D11 -> PrepTransAuxGfx
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(05) 28D1F -> Sets $17 to #$0A
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(06) 28C12 -> Dungeon_ResetSprites
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- these guys called each other a ton
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c9* b5 ca* b5* ca* b1* b5 c6* ca b1* b5 c6* ca 96---------
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(07) 28FC9 -> 5 jumps in here, sets $a4 floor
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112B1 -> may be related to straight staircase only
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13B7B
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135DC
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10EC9
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10AB3 - right before b5
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(08) 289CA -> calls $113F (above .copyTilemap in Bank 00)
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(09) 289B5 -> calls $11C4 (updates all tiles in a room)
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(0a) 289CA -> go through the tilemap....
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(0b) 289B1 -> runs a filter - new color?, then $11C4 (didn't see call to 289B5)
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(0c) 289C6 -> runs a filter then $113F
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(0d) 289B1 -> repeat last two steps
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(0e) 289C6
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(0f) 28F96 -> Fade in
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(10) 2905D
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(11) 2909D
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(12) 290B7
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(13) 290DF
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SpiralStaircase -> (03) 10CE2 -> Dungeon_LoadRoom
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Dungeon_InitStarTileChr
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LoadTransAuxGfx
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Dungeon_LoadCustomTileAttr
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(04) 10E0F -> PrepTransAuxGfx
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(06) 10D10 -> Dungeon_ResetSprites
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; Upward floor transition
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Dungeon -> x06 -> $10C14 -> 10CE2 -> Dungeon_LoadRoom
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Dungeon_InitStarTileChr
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LoadTransAuxGfx
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Dungeon_LoadCustomTileAttr
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10E0F -> PrepTransAuxGfx
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10D10 -> Dungeon_ResetSprites
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; Downward floor transition
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Dungeon -> x07 -> $10E27 -> 10CE2 -> Dungeon_LoadRoom
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Dungeon_InitStarTileChr
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LoadTransAuxGfx
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Dungeon_LoadCustomTileAttr
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10E0F -> PrepTransAuxGfx
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10D10 -> Dungeon_ResetSprites
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StraightStairs_2 -> Dungeon_LoadRoom
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-> LoadTransAuxGfx
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StraightStairs_3 -> 10E0F -> PrepTransAuxGfx
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StraightStairs_4 -> Dungeon_ResetSprites
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Dungeon_Teleport -> 10CE2 -> Dungeon_LoadRoom
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10CE2 -> LoadTransAuxGfx
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10D10 -> Dungeon_ResetSprites
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Hook points
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org $00d6ae (PC: 56ae)
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LoadTransAuxGfx
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8b 4b ab 64 00
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org $00df5a (PC: 5f5a)
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PrepTransAuxGfx
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a9 7e 85 02 85 05 c2 31
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org $0ffd65 (PC: 07fd65)
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Dungeon_LoadCustomTileAttr
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8b 4b ab c2 30 ad A2 0A 29 FF 00
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Palette_DungBgMain
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c2 21 ae b6 0a bf 1b
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; This is the palette index for a certain background
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LDX $0AB6
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LDA $1BEC4B, X : ADC.w #$D734 : STA $00 : PHA
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REP #$10
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LDA.w #$0042 ; Target BP-2 through BP-7 (full)
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LDX.w #$000E ; (Length - 1) (in words) of the palettes.
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LDY.w #$0005
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Other transition stuff
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Overworld_LoadTransGfx -> LoadTransAuxGfx
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Overworld_LoadTransGfx -> PrepTransAuxGfx
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Module_LoadFile -> Dungeon_ResetSprites
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Module_HoleToDungeon -> 10D10 -> Dungeon_ResetSprites
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Camera work:
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Places where sta $e2 happens
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02ba5d 13A31 -
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028750 Module_Dungeon
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0286ef Module_Dungeon
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