Killable thieves flag
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@@ -1,7 +1,7 @@
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; ;Enemizer Flags
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EnemizerFlags:
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.randomize_bushes
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db #$00 ;408100 : 200100 ; Enable random enemy under bushes
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db #$00 ;368100 ; Enable random enemy under bushes
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.close_blind_door
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db #$00 ;408101 : 200101 ; Enable blind's door closing for other bosses
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.moldorm_eye_count
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@@ -16,8 +16,9 @@ db #$00 ;408105 : 200105 ; toggle mimic code between new and old
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db #$00 ;408106 : 200106 ; toggle to turn on terrorpin ai "fix"
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.center_boss_drops
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db #$00 ;368107
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.killable_theives_id ; must be set to C4 to make thieves killable...
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db #$B8 ;368108
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db #$00 ;408108 : 200108
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db #$00 ;408109 : 200109
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db #$00 ;40810A : 20010A
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db #$00 ;40810B : 20010B
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@@ -19,6 +19,7 @@ lorom
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!ENABLE_MIMIC_OVERRIDE = "$368105"
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;!ENABLE_TERRORPIN_AI_FIX = "$368106" # moved to baserom already
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!CENTER_BOSS_DROP_FLAG = "$368107"
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!KILLABLE_THIEVES_ID = "$368108"
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; Enemizer reserved memory
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; $7F50B0 - $7F50BF - Downstream Reserved (Enemizer)
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@@ -37,10 +37,10 @@ RTL
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}
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notItemSprite_Mimic:
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{ ; don't change this unless you go update SetKillableThief in c# side since it assumes +4 bytes to update the value on the CMP from B8 to C4
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{
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; if we set killable thief we want to update the sprite id so it can be killed
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LDA $0E20, X
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CMP.b #$B8 : BEQ .changeSpriteId ; thief #$C4
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CMP.l [!KILLABLE_THIEVES_ID] : BEQ .changeSpriteId ; thief #$C4 (default is B8/dialog tester)
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; if we don't have mimic code turned on we want to skip, but we also need to reload the sprite id because we just smoked it with this LDA
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LDA !ENABLE_MIMIC_OVERRIDE : BEQ .reloadSpriteIdAndSkipMimic ; skip to what it would have done normally
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