Cleanup overworld overlays jump table organization

This commit is contained in:
scawful
2024-10-06 12:33:34 -04:00
parent 7749e86421
commit 93553232ce

View File

@@ -78,12 +78,33 @@ RTS
pullpc
;===============================================
; Entrance Animation
;===============================================
; Zarby Notes
; don't forget to set $C8 to zero (STZ.b $C8)
; don't forget to set $B0 to zero (STZ.b $B0)
ShakeScreen:
{
REP #$20
LDA.b $1A
AND.w #$0001
ASL A
TAX
LDA.l $01C961, X
STA.w $011A
LDA.l $01C965, X
STA.w $011C
.exit
SEP #$20
RTS
}
; =========================================================
; Zora Temple Hidden Waterfall
ZoraTemple_EntranceAnimation:
{
; If $B0 is 8, then we move the camera back to the origin
@@ -122,30 +143,6 @@ ZoraTemple_EntranceAnimation:
dw Frame6
dw Frame7
dw Frame8
}
; =========================================================
; Shake screen
; =========================================================
ShakeScreen:
{
REP #$20
LDA.b $1A
AND.w #$0001
ASL A
TAX
LDA.l $01C961, X
STA.w $011A
LDA.l $01C965, X
STA.w $011C
.exit
SEP #$20
RTS
}
Frame0:
{
@@ -645,6 +642,8 @@ Frame8:
RTS
}
}
; =========================================================
; Castle Drawbridge
@@ -928,7 +927,7 @@ Castle_Frame3:
RTS
}
;===============================================
; =========================================================
TailPalace_EntranceAnimation:
{