;this is for making BG2 disappear when pressing X+R and having the book of mudora (modified parallel worlds x button secret), i use bank 0x3C for the whole code ;WRITTEN: by XaserLE ;THANKS TO: -MathOnNapkins' Zelda Doc's ; -wiiqwertyuiop for his Zelda Disassembly ; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3) ; s - Sprite layer enabled ; a - BG4 enabled ; b - BG3 enabled ; c - BG2 enabled ; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top" header lorom ORG $0288FD ; go to the code that branches behind the dungeon map load if player didn't press X BRA $1C ; make it always branch, so map isn't loaded anymore ORG $068365 ; go to an originally JSL that is executed every frame JSL $3CA600 ; overwrite it (originally JSL $099F91) ORG $3CA600 ; go to expanded space to write our routine (keep EveryFrame.asm in mind for the right adresses) LDA $1B ; load data that tells us whether we are in a building or not AND #$01 ; are we in a building? BEQ END_XBUTTONSECRET ; if not, don't use the x-button-secret ;BG2 disable on pressing R LDA $7EF34D ; load book of mudora slot CMP #$01 ; do we have the moon pearl? BNE $0F ; if not, go to enable BG2 LDA $F2 ; load unfiltered joypad 1 register (AXLR|????) AND #$50 ; delete all bits except those for X and R SEC ; set carry for the following subtraction SBC #$50 ; X+R button pressed? (if yes, zero flag is set) BNE $06 ; if not, go to enable BG2 LDA $1C ; load layer flags AND #$FD ; disable BG2 (0xFD = 11111101) BRA $04 ; go to store layer flags LDA $1C ; load layer flags ORA #$02 ; enable BG2 (0x02 = 00000010) STA $1C ; store layer flags END_XBUTTONSECRET: JSL $099F91 ; at least execute original code RTL