; returns:
; bc: act save game slot
act_sg_load_current_slot:
- ld a, [map_header]
- ld l, a
- ld a, [map_header+1]
- ld h, a
- ld de, map_seed_index
- add hl, de
- ld a, [hl] ; a = seed index
+ ld a, [player_map_cursor] ; a = seed index
ld hl, act_sg
; no need to loop if a is 0
; pointer to exit table
;
.de map_exit_table_ptr, 2
- ; the seed to use for this map
- ; read from [map_seeds]
-.de map_seed_index, 1
.de map_header_size, 0
; map actor table struct
tile_bank3 = "bank9000"
exit_table = "map_c_exit_table"
actor_table_ptr = "map_actor_table_null"
-map_seed_index = 0
map_name = "noname"
NAME_LEN = 8
print("dw " + tile_bank2)
print("dw " + tile_bank3)
print("dw " + exit_table)
- print("dw " + str(map_seed_index))
print("")
def get_flag(tile):
global tile_bank3
global map_name
global exit_table
- global map_seed_index
for child in root:
if child.tag == "properties":
map_name = value
elif name == 'exit_table':
exit_table = value
- elif name == 'seed_index':
- map_seed_index = int(value)
return