Notes:New Super Mario Bros.
This page contains notes for the game New Super Mario Bros..
Subpages
Unused Sprites and Actors To be condensed for the main page. |
Unused Sprite and Actor Settings To be condensed for the main page. |
Unused Entrance Re-direct to worldmap node code
RAM:021195E8 sub_21195E8: @ CODE XREF: sub_211C3D0+58p
RAM:021195E8 @ sub_211C9F0+C0p ...
RAM:021195E8 STMFD SP!, {R4,LR}
RAM:021195EC MOV R4, R0
RAM:021195F0 ADD R1, R4, #0x100
RAM:021195F4 LDRSB R2, [R1,#0x1E]
RAM:021195F8 LDR R1, =startAndMidwayEntrances
RAM:021195FC LDR R1, [R1,R2,LSL#2] @ R1 = Pointer to entrance
RAM:02119600 LDRB R1, [R1,#Entrance.destWorldmapNode] @ R1 = byte 0x13 of the entrance struct
RAM:02119604 CMP R1, #0 @ If it's 0, do normal entrance
RAM:02119608 BEQ normalEntrance
RAM:0211960C CMP R1, #0xFF @ If it's not 0xFF change the worldmap node
RAM:02119610 LDRNE R0, =saveData
RAM:02119614 SUBNE R1, R1, #1
RAM:02119618 STRNE R1, [R0,#SaveData.worldMapNode]
RAM:0211961C MOV R0, #0 @ exitLevel(0)
RAM:02119620 BL exitLevel @ Level isn't marked as completed because param is 0
RAM:02119624 LDMFD SP!, {R4,PC}
RAM:02119628 @ ---------------------------------------------------------------------------
RAM:02119628
RAM:02119628 normalEntrance: @ CODE XREF: sub_21195E8+20j
RAM:02119628 (more code to handle normal entrances...)