Fixed issue with menu not allowing DPad input during menus if standing item is visible
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@@ -219,7 +219,7 @@ DrawSlottedTile:
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PLA : SEC : RTL
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PLA : SEC : RTL
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+
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+
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PLA
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PLA
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STA.b $BD ; store loot ID temporarily, will get overwritten in Sprite_DrawMultiple_quantity_preset call
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STA.b $07 ; store loot ID temporarily, will get overwritten in Sprite_DrawMultiple_quantity_preset call
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JSL.l IsNarrowSprite : BCS .narrow
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JSL.l IsNarrowSprite : BCS .narrow
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; TODO: Instead of loading the whole fixed 16 bytes from DynamicOAMTile**_** into !SPRITE_DYNAMIC_OAM
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; TODO: Instead of loading the whole fixed 16 bytes from DynamicOAMTile**_** into !SPRITE_DYNAMIC_OAM
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@@ -273,7 +273,7 @@ DrawSlottedTile:
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.draw
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.draw
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; special handling
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; special handling
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LDY.b $BD : CPY.b #$B2 : BNE + ; fairy
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LDY.b $07 : CPY.b #$B2 : BNE + ; fairy
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LDA.b $1A : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
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LDA.b $1A : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
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LDA.w !SPRITE_DYNAMIC_OAM+4 : CLC : ADC.w #$02 ; use other fairy GFX
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LDA.w !SPRITE_DYNAMIC_OAM+4 : CLC : ADC.w #$02 ; use other fairy GFX
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STA.w !SPRITE_DYNAMIC_OAM+4
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STA.w !SPRITE_DYNAMIC_OAM+4
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