diff --git a/src/apu/mod.rs b/src/apu/mod.rs index dd72f4c..8e2aeca 100644 --- a/src/apu/mod.rs +++ b/src/apu/mod.rs @@ -86,10 +86,7 @@ impl Apu { } self.remainder += 1.0; - // Step frame counter if necessary - // if (self.frame_counter == 4 && FRAME_COUNTER_STEPS[..4].contains(&self.cycle)) - // || (self.frame_counter == 5 && FRAME_COUNTER_STEPS.contains(&self.cycle)) { if FRAME_COUNTER_STEPS.contains(&self.cycle) { self.clock_frame_counter(); } diff --git a/src/main.rs b/src/main.rs index 7fc3f1e..8853283 100644 --- a/src/main.rs +++ b/src/main.rs @@ -147,4 +147,9 @@ PlayerCtrlRoutine is called by PlayerInjuryBlink and PlayerDeath, and all three So the normal physics loop checks for pipe entry every so often. So need to find out how HandlePipeEntry determines where to send you, and what puts you in the room. +Functions that write to WarpZoneControl: +WarpZoneObject<-RunEnemyObjectsCore<-EnemiesAndLoopsCore<-VictoryMode/GameEngine +ScrollLockObject_Warp<-DecodeAreaData<-ProcessAreaData<- + +Is ParseRow0e a clue? */