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 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" incsrc "Dungeons/spike_subtype.asm" ; Tag: Holes7 incsrc "Dungeons/house_tag.asm" ; Tag: Holes0 incsrc "Dungeons/floor_puzzle.asm" print "End of floor_puzzle.asm ", pc incsrc "Dungeons/attract_scenes.asm" print "End of attract_scenes.asm ", pc incsrc "Collision/CollisionTablesExpanded.asm" incsrc "Collision/GlobalCollisionTables.asm" pullpc ; Bank 0x33 RoomTag_MinishShutterDoor: { LDA.w $02B2 : CMP.b #$05 : BNE .no_minish REP #$30 LDX.w #$0000 : CPX.w $0468 : BEQ .exit STZ.w $0468 STZ.w $068E : STZ.w $0690 SEP #$30 LDA.b #$1B : STA.w $012F LDA.b #$05 : STA.b $11 .exit SEP #$30 .no_minish JML $01CC5A ; RoomTag_TriggerHoles return } 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 $01CC10 RoomTag_Holes5: JML RoomTag_MinishShutterDoor ; 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 ; RoomTag_WaterGate org $01CBAC LDA.w #NewWaterOverlayData>>16 STA.b $B9 LDA.w #NewWaterOverlayData>>0