Various GFX fixes
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@@ -160,12 +160,9 @@ HPItemReset:
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.skip
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PLA
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.done
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PHA : PHY
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LDY.b #$0F
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- LDA.w SpriteAITable,Y : BEQ +
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LDA.b #$01 : STA.w SprRedrawFlag, Y
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+ DEY : BPL -
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PLY : PLA
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PHA
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JSL HeartPieceSetRedraw
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PLA
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RTL
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;--------------------------------------------------------------------------------
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MaybeMarkDigSpotCollected:
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@@ -182,8 +182,15 @@ FreeOWGraphics:
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; Returns with Carry flag set if gfx drawing was skipped
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DrawPotItem:
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PHA
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; TODO: Figure out a better way to stop items during transitions, or figure
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; out how to get narrow items to continue drawing narrow during transitions
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; This has a side effect of ItemID $00 (unused in rando currently)
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; disappearing during various submodule uses, like dialogue/trap door actions
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CMP.b #$00 : BNE +
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LDA.b GameSubMode : BEQ +
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PLA : SEC : RTL
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; TODO: allow drawing if gfx are not using a VRAM slot that changes during medallion
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LDA.b IndoorsFlag : BEQ + ; OW current doesn't occupy any slots that medallion gfx do
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+ LDA.b IndoorsFlag : BEQ + ; OW current doesn't occupy any slots that medallion gfx do
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LDA.w GfxChrHalfSlotVerify : CMP.b #$03 : BCC +
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PLA : SEC : RTL
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+
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@@ -245,11 +252,10 @@ DrawPotItem:
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+ ; narrow
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LDA.w SpriteTypeTable, X : AND.w #$00FF : CMP.w #$003B : BEQ .draw ; bonk item
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LDA.b RoomIndex : CMP.w #$0120 : BNE +
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LDA.b IndoorsFlag : BNE .draw ; good bee statue
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LDA.b IndoorsFlag : BEQ .draw ; good bee statue
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+
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; TODO: Figure out how to target bottle vendor fish item better than this
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LDA.b OverworldIndex : AND.w #$00FF : CMP.w #$0018 : BNE +
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LDA.b IndoorsFlag : BEQ .draw ; bottle vendor key
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LDA.b OverworldIndex : AND.w #$00FF : CMP.w #$0018 : BNE +
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LDA.w SpriteTypeTable, X : AND.w #$00FF : CMP.w #$00E4 : BEQ .draw ; bottle vendor key
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+
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LDA.w #$0004
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STA.w SpriteDynamicOAM : STA.w SpriteDynamicOAM+8
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