Notes:New Super Mario Bros.

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...)