; Dungeons incsrc "Dungeons/keyblock.asm" print "End of keyblock.asm ", pc ; Pendant from chest position org $098823 : LDY.b #$68 ; Disable hardcoded sanctuary song org $028BE7 : NOP #2 ; Fixed color fade-in effect ; TODO: Investigate if this is the best way to fix this. ; Module06_UnderworldLoad org $028364 Module06_UnderworldLoad: { LDA.b #$00 ; Fixed color RGB: #808000 STA.b $9C LDA.b #$00 : STA.b $9D LDA.b #$00 : STA.b $9E LDA.b #$00 STA.l $7EC005 STA.l $7EC006 JSL $079A2C ; Link_TuckIntoBed } incsrc "Dungeons/enemy_damage.asm" print "End of enemy_damage.asm ", pc incsrc "Dungeons/house_walls.asm" ; Use of Bank 0x2C begins incsrc "Dungeons/Objects/object_handler.asm" print "End of object_handler.asm ", pc ; Tag: Holes8 incsrc "Dungeons/together_warp_tag.asm" ; Custom Tag: Holes7 ; Minish Tag: Holes5 incsrc "Dungeons/custom_tag.asm" ; Tag: Holes0 incsrc "Dungeons/floor_puzzle.asm" print "End of floor_puzzle.asm ", pc ; Crumble Floor Tag: Holes3 incsrc "Dungeons/crumblefloor_tag.asm" pushpc incsrc "Dungeons/spike_subtype.asm" incsrc "Dungeons/attract_scenes.asm" print "End of attract_scenes.asm ", pc incsrc "Collision/custom_collision.asm" incsrc "Collision/CollisionTablesExpanded.asm" incsrc "Collision/GlobalCollisionTables.asm" pullpc ; Bank 0x33 TransferDungeonMapGfx: { REP #$20 LDX #$80 : STX $2100 LDX #$80 : STX $2115 LDA #$5000 : STA $2116 ; Destination of the DMA in VRAM LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register LDA.w #MapGfx : STA $4302 LDX.b #MapGfx>>16 : STX $4304 LDA #$2000 : STA $4305 LDX #$01 : STX $420B LDX #$0F : STX $2100 SEP #$30 LDA.b #$09 : STA.b $14 RTL MapGfx: incbin dungeon_maps.bin } CheckForTingleMaps: { LDA.w $040C : CMP.b #$0C : BEQ .check_mush CMP.b #$0A : BEQ .check_tail CMP.b #$10 : BEQ .check_castle CMP.b #$16 : BEQ .check_zora CMP.b #$12 : BEQ .check_glacia CMP.b #$0E : BEQ .check_goron CMP.b #$18 : BEQ .check_ship JMP + .check_mush LDA.l TingleMaps : AND.b #$01 : RTL .check_tail LDA.l TingleMaps : AND.b #$02 : RTL .check_castle LDA.l TingleMaps : AND.b #$04 : RTL .check_zora LDA.l TingleMaps : AND.b #$08 : RTL .check_glacia LDA.l TingleMaps : AND.b #$10 : RTL .check_goron LDA.l TingleMaps : AND.b #$20 : RTL .check_ship LDA.l TingleMaps : AND.b #$40 : RTL + LDA.w $040C CMP.b #$FF RTL } NewWaterOverlayData: ; Horizontal db $1B, $A1, $C9 ; 0x0C9: Flood water (medium) ⇲ | { 06, 28 } | Size: 0D db $51, $A1, $C9 ; 0x0C9: Flood water (medium) ⇲ | { 14, 28 } | Size: 05 db $71, $A1, $C9 ; 0x0C9: Flood water (medium) ⇲ | { 1C, 28 } | Size: 05 db $92, $A1, $C9 ; 0x0C9: Flood water (medium) ⇲ | { 24, 28 } | Size: 09 db $A2, $A1, $C9 ; 0x0C9: Flood water (medium) ⇲ | { 24, 28 } | Size: 09 db $C1, $A1, $C9 ; 0x0C9: Flood water (medium) ⇲ | { 28, 0C } | Size: 07 ; Vertical db $A1, $33, $C9 ; 0x0C9: Flood water (medium) ⇲ | { 28, 0C } | Size: 07 db $A1, $72, $C9 ; 0x0C9: Flood water (medium) ⇲ | { 28, 1C } | Size: 06 db $FF, $FF ; End print "End of dungeons.asm ", pc pushpc org $0288FF : JSL CheckForTingleMaps : NOP ; Transfer Dungeon Map Graphics ; Module0E_03_01_00_PrepMapGraphics org $0AE152 : JSL TransferDungeonMapGfx ; RoomTag_GetHeartForPrize ; Swap LW/DW check on spawn falling prize org $01C71B : LDA.l $7EF37A ; Crystals in LW org $01C727 : LDA.l $7EF374 ; Pendants in DW org $01F195 ; Replace static LDA LDA $0682 org $01F1C9 ; Replace static LDA LDA $0682 org $01F3D2 ; do tilemapcollision stuff for the dam JML $01F237 ; RoomTag_WaterGate org $01CBAC LDA.w #NewWaterOverlayData>>16 STA.b $B9 LDA.w #NewWaterOverlayData>>0