Add TransferDungeonMapGfx and dungeon_maps.bin
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Dungeons/dungeon_maps.bin
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BIN
Dungeons/dungeon_maps.bin
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@@ -57,6 +57,29 @@ incsrc "Collision/GlobalCollisionTables.asm"
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pullpc ; Bank 0x33
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TransferDungeonMapGfx:
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{
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REP #$20 ; A = 16, XY = 8
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LDX #$80 : STX $2100 ; turn the screen off (required)
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LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
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LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
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LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
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LDA.w #MapGfx : STA $4302 ; Source address where you want gfx from ROM
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LDX.b #MapGfx>>16 : STX $4304
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LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each
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LDX #$01 : STX $420B ; Do the DMA
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LDX #$0F : STX $2100 ; Turn the screen back on
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SEP #$30
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LDA.b #$09 : STA.b $14
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RTL
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MapGfx:
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incbin dungeon_maps.bin
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}
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NewWaterOverlayData:
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; Horizontal
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db $1B, $A1, $C9 ; 0x0C9: Flood water (medium) ⇲ | { 06, 28 } | Size: 0D
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@@ -75,6 +98,11 @@ print "End of dungeons.asm ", pc
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pushpc
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; Transfer Dungeon Map Graphics
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; Module0E_03_01_00_PrepMapGraphics
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org $0AE152
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JSL TransferDungeonMapGfx
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; RoomTag_GetHeartForPrize
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; Swap LW/DW check on spawn falling prize
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org $01C71B
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