Fix for counter rolling over
Fix for Lamp for another player being substituted with standing items Fix for received keys not being counted correctly Fix for pendants counting as items
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@@ -2385,6 +2385,8 @@ org $80D17E+178 : db ExpandedTrinexx>>0
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; Use above sheet in Hyrule castle courtyard after rain state.
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org $80DB9E ; Hyrule Castle GFX Sprite Sheet 4 on [LW1]
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db $3F
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db $80DBA2 ; Hyrule Castle GFX Sprite Sheet 4 on [RainState]
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db $3F
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org $80DC0A ; Hyrule Castle GFX Sprite Sheet 4 on [LW2]
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db $3F
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;--------------------------------------------------------------------------------
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@@ -218,10 +218,10 @@ DungeonIncrement:
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; In: X - Receipt ID << 1
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REP #$10
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PHX
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LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .done
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LDA.w InventoryTable_properties,X : BIT.b #$40 : BEQ +
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JSL.l CountChestKeyLong
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+
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LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .done
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SEP #$10
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LDA.b IndoorsFlag : BEQ .done
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LDA.w DungeonID : BMI .done
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@@ -747,9 +747,9 @@ endmacro
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%InventoryItem($34, $0001, $0000, $0000) ; 34 - 1 rupee
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%InventoryItem($35, $0001, $0000, $0000) ; 35 - 5 rupees
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%InventoryItem($36, $0001, $0000, $0000) ; 36 - 20 rupees
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%InventoryItem($37, $0001, $0000, $0000) ; 37 - Green pendant
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%InventoryItem($38, $0001, $0000, $0000) ; 38 - Red pendant
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%InventoryItem($39, $0001, $0000, $0000) ; 39 - Blue pendant
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%InventoryItem($37, $0000, $0000, $0000) ; 37 - Green pendant
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%InventoryItem($38, $0000, $0000, $0000) ; 38 - Red pendant
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%InventoryItem($39, $0000, $0000, $0000) ; 39 - Blue pendant
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%InventoryItem($3A, $00A5, $0000, $0000) ; 3A - Bow And Arrows
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%InventoryItem($3B, $00A5, $0000, $0000) ; 3B - Silver Bow
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%InventoryItem($3C, $0085, $0000, $0000) ; 3C - Full bottle (bee)
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@@ -868,13 +868,13 @@ endmacro
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%InventoryItem($AD, $0041, $0000, SmallKeyCounter) ; AD - Small key of Ganon's Tower
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%InventoryItem($AE, $0001, $0000, $0000) ; AE - Reserved
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%InventoryItem($AF, $0001, $0000, SmallKeyCounter) ; AF - Generic small key
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%InventoryItem($B0, $0081, $0000, $0000) ; B0 - Crystal 6
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%InventoryItem($B1, $0081, $0000, $0000) ; B1 - Crystal 1
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%InventoryItem($B2, $0081, $0000, $0000) ; B2 - Crystal 5
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%InventoryItem($B3, $0081, $0000, $0000) ; B3 - Crystal 7
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%InventoryItem($B4, $0081, $0000, $0000) ; B4 - Crystal 2
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%InventoryItem($B5, $0081, $0000, $0000) ; B5 - Crystal 4
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%InventoryItem($B6, $0081, $0000, $0000) ; B6 - Crystal 3
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%InventoryItem($B0, $0080, $0000, $0000) ; B0 - Crystal 6
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%InventoryItem($B1, $0080, $0000, $0000) ; B1 - Crystal 1
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%InventoryItem($B2, $0080, $0000, $0000) ; B2 - Crystal 5
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%InventoryItem($B3, $0080, $0000, $0000) ; B3 - Crystal 7
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%InventoryItem($B4, $0080, $0000, $0000) ; B4 - Crystal 2
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%InventoryItem($B5, $0080, $0000, $0000) ; B5 - Crystal 4
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%InventoryItem($B6, $0080, $0000, $0000) ; B6 - Crystal 3
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%InventoryItem($B7, $0000, $0000, $0000) ; B7 - Reserved
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%InventoryItem($B8, $0001, $0000, $0000) ; B8 -
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%InventoryItem($B9, $0001, $0000, $0000) ; B9 -
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@@ -554,6 +554,7 @@ IncrementCountForMinor:
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ORA $0A : STA SpriteDropData, X
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SEP #$10
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JSR SetupEnemyDropIndicator
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REP #$20
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LDX.w $040C : CPX.b #$FF : BEQ +
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CPX.b #$00 : BNE ++
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INX #2 ; treat sewers as HC
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@@ -644,7 +645,8 @@ SpriteKeyPrep:
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SpriteKeyDrawGFX:
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JSL Sprite_DrawRippleIfInWater
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PHA
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LDA $0E80, X
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LDA.l SprItemMWPlayer, X : STA.w !MULTIWORLD_SPRITEITEM_PLAYER_ID
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LDA.w $0E80, X
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CMP.b #$24 : BNE +
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LDA $A0 : CMP #$80 : BNE ++
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LDA SpawnedItemFlag : BNE ++
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