notes
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@ -86,10 +86,7 @@ impl Apu {
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}
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self.remainder += 1.0;
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// Step frame counter if necessary
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// if (self.frame_counter == 4 && FRAME_COUNTER_STEPS[..4].contains(&self.cycle))
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// || (self.frame_counter == 5 && FRAME_COUNTER_STEPS.contains(&self.cycle)) {
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if FRAME_COUNTER_STEPS.contains(&self.cycle) {
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self.clock_frame_counter();
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}
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@ -147,4 +147,9 @@ PlayerCtrlRoutine is called by PlayerInjuryBlink and PlayerDeath, and all three
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So the normal physics loop checks for pipe entry every so often. So need to find out how HandlePipeEntry determines where to send you,
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and what puts you in the room.
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Functions that write to WarpZoneControl:
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WarpZoneObject<-RunEnemyObjectsCore<-EnemiesAndLoopsCore<-VictoryMode/GameEngine
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ScrollLockObject_Warp<-DecodeAreaData<-ProcessAreaData<-
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Is ParseRow0e a clue?
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*/
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