Remove the sprite spawn delay when bonking prizes
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@@ -220,6 +220,12 @@ MaybeMarkDigSpotCollected:
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PLP : PLA
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PLP : PLA
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RTL
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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HeartPieceSpawnDelayFix:
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; Fix the delay when spawning a HeartPiece sprite
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JSL.l Sprite_CheckIfPlayerPreoccupied : BCS + ; what we moved from $05F037
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JSL.l Sprite_CheckDamageToPlayerSameLayerLong : RTL ; what we wrote over
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+ CLC : RTL
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;--------------------------------------------------------------------------------
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macro GetPossiblyEncryptedItem(ItemLabel,TableLabel)
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macro GetPossiblyEncryptedItem(ItemLabel,TableLabel)
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LDA IsEncrypted : BNE ?encrypted
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LDA IsEncrypted : BNE ?encrypted
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LDA.l <ItemLabel>
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LDA.l <ItemLabel>
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@@ -2306,6 +2306,12 @@ AddReceivedItem_doneWithSoundEffects:
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org $05F030 ; <- 2F030 - display item
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org $05F030 ; <- 2F030 - display item
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JSL.l DrawHeartPieceGFX
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JSL.l DrawHeartPieceGFX
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; moving LinkBusy check to later time to avoid a delay in HP movement
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org $05F037 ; (JSL CheckIfLinkIsBusy : BCS .exit)
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BRA + : NOP #4 : +
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org $05F083
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JSL.l HeartPieceSpawnDelayFix
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;--------------------------------------------------------------------------------
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org $05F08A ; <- 2F08A - sprite_heart_upgrades.asm : 324 - (LDA $7EF36B : INC A : AND.b #$03 : STA $7EF36B : BNE .got_4_piecese) item determination
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org $05F08A ; <- 2F08A - sprite_heart_upgrades.asm : 324 - (LDA $7EF36B : INC A : AND.b #$03 : STA $7EF36B : BNE .got_4_piecese) item determination
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JSL.l HeartPieceGet
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JSL.l HeartPieceGet
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BCS $18 ; reinsert the near branch that appears midway through what we overrode
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BCS $18 ; reinsert the near branch that appears midway through what we overrode
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