diff --git a/hooks.asm b/hooks.asm index e85a88a..b15bb08 100644 --- a/hooks.asm +++ b/hooks.asm @@ -2385,6 +2385,8 @@ org $80D17E+178 : db ExpandedTrinexx>>0 ; Use above sheet in Hyrule castle courtyard after rain state. org $80DB9E ; Hyrule Castle GFX Sprite Sheet 4 on [LW1] db $3F +db $80DBA2 ; Hyrule Castle GFX Sprite Sheet 4 on [RainState] +db $3F org $80DC0A ; Hyrule Castle GFX Sprite Sheet 4 on [LW2] db $3F ;-------------------------------------------------------------------------------- diff --git a/inventory.asm b/inventory.asm index d07d986..2ff6b30 100644 --- a/inventory.asm +++ b/inventory.asm @@ -218,10 +218,10 @@ DungeonIncrement: ; In: X - Receipt ID << 1 REP #$10 PHX + LDA.w InventoryTable_properties,X : BIT.b #$40 : BEQ + + JSL.l CountChestKeyLong + + LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .done - LDA.w InventoryTable_properties,X : BIT.b #$40 : BEQ + - JSL.l CountChestKeyLong - + SEP #$10 LDA.b IndoorsFlag : BEQ .done LDA.w DungeonID : BMI .done diff --git a/itemdatatables.asm b/itemdatatables.asm index ea7eea3..cf64c31 100644 --- a/itemdatatables.asm +++ b/itemdatatables.asm @@ -747,9 +747,9 @@ endmacro %InventoryItem($34, $0001, $0000, $0000) ; 34 - 1 rupee %InventoryItem($35, $0001, $0000, $0000) ; 35 - 5 rupees %InventoryItem($36, $0001, $0000, $0000) ; 36 - 20 rupees -%InventoryItem($37, $0001, $0000, $0000) ; 37 - Green pendant -%InventoryItem($38, $0001, $0000, $0000) ; 38 - Red pendant -%InventoryItem($39, $0001, $0000, $0000) ; 39 - Blue pendant +%InventoryItem($37, $0000, $0000, $0000) ; 37 - Green pendant +%InventoryItem($38, $0000, $0000, $0000) ; 38 - Red pendant +%InventoryItem($39, $0000, $0000, $0000) ; 39 - Blue pendant %InventoryItem($3A, $00A5, $0000, $0000) ; 3A - Bow And Arrows %InventoryItem($3B, $00A5, $0000, $0000) ; 3B - Silver Bow %InventoryItem($3C, $0085, $0000, $0000) ; 3C - Full bottle (bee) @@ -868,13 +868,13 @@ endmacro %InventoryItem($AD, $0041, $0000, SmallKeyCounter) ; AD - Small key of Ganon's Tower %InventoryItem($AE, $0001, $0000, $0000) ; AE - Reserved %InventoryItem($AF, $0001, $0000, SmallKeyCounter) ; AF - Generic small key -%InventoryItem($B0, $0081, $0000, $0000) ; B0 - Crystal 6 -%InventoryItem($B1, $0081, $0000, $0000) ; B1 - Crystal 1 -%InventoryItem($B2, $0081, $0000, $0000) ; B2 - Crystal 5 -%InventoryItem($B3, $0081, $0000, $0000) ; B3 - Crystal 7 -%InventoryItem($B4, $0081, $0000, $0000) ; B4 - Crystal 2 -%InventoryItem($B5, $0081, $0000, $0000) ; B5 - Crystal 4 -%InventoryItem($B6, $0081, $0000, $0000) ; B6 - Crystal 3 +%InventoryItem($B0, $0080, $0000, $0000) ; B0 - Crystal 6 +%InventoryItem($B1, $0080, $0000, $0000) ; B1 - Crystal 1 +%InventoryItem($B2, $0080, $0000, $0000) ; B2 - Crystal 5 +%InventoryItem($B3, $0080, $0000, $0000) ; B3 - Crystal 7 +%InventoryItem($B4, $0080, $0000, $0000) ; B4 - Crystal 2 +%InventoryItem($B5, $0080, $0000, $0000) ; B5 - Crystal 4 +%InventoryItem($B6, $0080, $0000, $0000) ; B6 - Crystal 3 %InventoryItem($B7, $0000, $0000, $0000) ; B7 - Reserved %InventoryItem($B8, $0001, $0000, $0000) ; B8 - %InventoryItem($B9, $0001, $0000, $0000) ; B9 - diff --git a/keydrop/standing_items.asm b/keydrop/standing_items.asm index 7f06e63..cfe5406 100644 --- a/keydrop/standing_items.asm +++ b/keydrop/standing_items.asm @@ -554,6 +554,7 @@ IncrementCountForMinor: ORA $0A : STA SpriteDropData, X SEP #$10 JSR SetupEnemyDropIndicator + REP #$20 LDX.w $040C : CPX.b #$FF : BEQ + CPX.b #$00 : BNE ++ INX #2 ; treat sewers as HC @@ -644,7 +645,8 @@ SpriteKeyPrep: SpriteKeyDrawGFX: JSL Sprite_DrawRippleIfInWater PHA - LDA $0E80, X + LDA.l SprItemMWPlayer, X : STA.w !MULTIWORLD_SPRITEITEM_PLAYER_ID + LDA.w $0E80, X CMP.b #$24 : BNE + LDA $A0 : CMP #$80 : BNE ++ LDA SpawnedItemFlag : BNE ++