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Why won't this work?


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I put this question in the hack section, but I think it is really a programming question.

 

This is a randomizing routine for an Adventure hack. I keep getting 3 or 4 objects in the same room on a regular basis. I changed the code but it still didn't work. The parts in bold are added in, and I took out 3 LSR's. Shouldn't the CMP command compare the previous item's room number with the current one and start the routine over if they are the same?

 

;Put objects in random rooms for level 3.

RandomizeLevel3:

LDY #RndNum

RandomizeLevel3_2:

LDA LoCnt

LSR

LSR

SEC

ADC LoCnt

STA LoCnt

AND #RndMax

CMP Loc_2,Y

BCC RandomizeLevel3_2

CMP Loc_3,Y

BEQ RandomizeLevel3_3

BCS RandomizeLevel3_2

CMP VSYNC,X

BEQ RandomizeLevel3_2

RandomizeLevel3_3:

LDX Loc_1,Y

STA VSYNC,X

DEY

DEY

DEY

BPL RandomizeLevel3_2

RTS

Here is the room bounds data that goes with it.

 

;Room Bounds Data.

;Ex. the chalise at location &B9 can only exist in rooms 13-1A for

; level 3.

Loc_1:

.byte ChaliseR ;

Loc_2:

.byte $16 ;Chalise was 01

Loc_3:

.byte $53 ;was 3A

.byte YKeyR,$01,$3A ;Yellow Key

.byte WKeyR,$01,$43 ;White Key

.byte BKeyR,$01,$37 ;Black Key

.byte RKeyR,$01,$24 ;Red Key

.byte SwordR,$01,$6D ;Sword

.byte BridgeR,$01,$6D ;Bridge

.byte MagnetR,$01,$6D ;Magnet

.byte BatR,$01,$6D ;Bat

.byte RDragonR,$01,$6D ;Red Dragon

.byte YDragonR,$01,$6D ;Yellow Dragon

.byte GDragonR,$01,$6D ;Green Dragon

.byte BDragonR,$31,$6D ;Blue Dragon

.byte FDragonR,$31,$6D ;Baby Dragon

 

Loc_4:

.byte <Game1Objects ;Pointer to object locations for game 01.

Loc_5:

.byte >Game1Objects ; --continued.

.byte <Game2Objects,>Game2Objects ;Pointer to object locations for game 02.

.byte <Game2Objects,>Game2Objects ;Pointer to object locations for game 03.

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