MACRO WarpToScreen arg0, arg1, arg2
	;; arg0 = warp to map.  0= map1.  1= map2.
	;; arg1 = screen to warp to.
	;; arg2 = screen transition type - most likely use 1 here.
			;; 1 = warp, where it observes the warp in position for the player.
	LDA arg0
	STA warpMap
	
	LDA arg1
	STA currentNametable
	
	LDX player1_object
	STA Object_screen,x
	STA camScreen
	LDA #$00
	STA camX_lo
	STA camX
	
	LDA arg2
	STA screenTransitionType ;; is of warp type
	
	LDA updateScreenData
	AND #%11111011
	STA updateScreenData
	LDA scrollByte
	AND #%11111110
	STA scrollByte
	LDA #$00
	STA scrollOffsetCounter
	
	LDA gameHandler
	ORA #%10000000
	STA gameHandler ;; this will set the next game loop to update the screen.
	ENDM 