Fix for avoiding Arrghus/Zora splash GFX issues
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@@ -370,7 +370,7 @@ RevealSpriteDrop:
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LDY.w $0CBA, X : BEQ .no_forced_drop
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RTL
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.no_forced_drop
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PLA : PLA ; remove the JSL reswamturn lower 16 bits
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PLA : PLA ; remove the JSL return lower 16 bits
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PEA.w $06F996-1 ; change return address to .no_forced_drop of (Sprite_DoTheDeath)
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RTL
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@@ -381,7 +381,7 @@ RevealSpriteDrop2:
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LDY.w $0CBA, X : BEQ .no_forced_drop
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RTL
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.no_forced_drop
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PLA : PLA ; remove the JSL reswamturn lower 16 bits
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PLA : PLA ; remove the JSL return lower 16 bits
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PEA.w $06E3CE-1 ; change return address to .no_forced_drop of (Sprite_DoTheDeath)
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RTL
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@@ -389,7 +389,7 @@ BitFieldMasks:
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dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100
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dw $0080, $0040, $0020, $0010, $0008, $0004, $0002, $0001
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; Runs during Sprite_E4_SmallKey and duning Sprite_E5_BigKey spawns
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; Runs during Sprite_E4_SmallKey and during Sprite_E5_BigKey spawns
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ShouldSpawnItem:
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LDA $048E : CMP.b #$87 : BNE + ; check for hera basement cage
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LDA $A8 : AND.b #$03 : CMP.b #$02 : BNE + ; we're not in that quadrant
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