Multiclient flags
Multi Sprite Player set to skip progressive limits
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@@ -89,6 +89,7 @@ OnFileLoad:
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REP #$10 ; set 16 bit index registers
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JSL.l EnableForceBlank ; what we wrote over
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REP #$20 : LDA.l $30F010 : STA.l $7EF33E : SEP #$20
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LDA MultiClientFlags : STA.l $7EF33D
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LDA.b #$07 : STA $210c ; Restore screen 3 to normal tile area
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@@ -26,7 +26,7 @@ Sprite_LoadProperties:
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org $288000 ;140000
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ShuffleKeyDrops:
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db 0
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ShuffleKeyDropsReserved:
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MultiClientFlags: ; 140001 -> stored in SRAM at 7ef33d
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db 0
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LootTable: ;PC: 140002
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@@ -169,7 +169,7 @@ SpritePrep_ShopKeeper:
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LDA.l ShopContentsTable+1, X : PHX : TYX : STA.l !SHOP_INVENTORY, X : PLX
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LDA.l ShopContentsTable+2, X : PHX : TYX : STA.l !SHOP_INVENTORY+1, X : PLX
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LDA.l ShopContentsTable+3, X : PHX : TYX : STA.l !SHOP_INVENTORY+2, X : PLX
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LDA.l ShopContentsTable+8, X : PHX : PHA
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LDA.l ShopContentsTable+8, X : PHX : PHA : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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LDA #0 : XBA : TYA : LSR #2 : TAX ; This will convert the value back to the slot number (in 8-bit accumulator mode)
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PLA : STA.l !SHOP_INVENTORY_PLAYER, X : LDA #0 : STA.l !SHOP_INVENTORY_DISGUISE, X : PLX
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PHY
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