Nukey Shay Posted May 13, 2005 Share Posted May 13, 2005 (edited) That's a lotta special coding...it might be simpler just to edit the game to have 2 RoomDataTables instead. This table is huge, however...taking up well over 1 page of memory. Extremely flexible tho, since you can have different GFX, custom colors and room links devoted to the alternate world level. To accomplish this, just add in a new table (RoomDataTable2), and place it in memory at the same point of a page that the original exists at. The original in your assembly exists at a page break ($FE00)...so the added one can go in the page break 2 pages below this ($FC00). Then alter the RoomNumToAddress routine: lower case lines added... RoomNumToAddress: STX Temp ;save X ;3 ;added------------------- ldx Level ; ;3 cpx #$06 ;Level 4? ;2 bne roomnumtoaddress2 ;Branch if not ;2 ldx #>RoomDataTable2 ;initialize the high pointer ;2 .byte $2C ;skip next 2 bytes ;4 roomnumtoaddress2: ;------------------------ LDX #>RoomDataTable ;initialize the high pointer ;2 ;...etc. Edited May 13, 2005 by Nukey Shay Quote Link to comment Share on other sites More sharing options...
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