Fix buffered sword issue when transitioning to water with sword out
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@@ -1338,6 +1338,7 @@ OWWorldTerrainUpdate: ; x = owid of destination screen, y = 1 for land to water,
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STZ.w RandoOverworldForceTrans
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CMP.b #$02 : BNE +
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DEC : STA.w LinkDeepWater : STZ.w LinkSwimDirection
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LDA.b FlagBY : AND.b #$7F : STA.b FlagBY
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LDA.b #$04 : BRA .set_state
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+
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CMP.b #$03 : BNE ++
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@@ -1358,6 +1359,7 @@ OWWorldTerrainUpdate: ; x = owid of destination screen, y = 1 for land to water,
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LDA.b #$01 : STA.w LinkDeepWater
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LDA.l FlippersEquipment : BEQ .no_flippers ; check if flippers obtained
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LDA.b LinkState : CMP.b #$17 : BEQ .no_flippers ; check if bunny
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LDA.b FlagBY : AND.b #$7F : STA.b FlagBY
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LDA.b #$04 : STA.b LinkState : STZ.w LinkSwimDirection : RTS
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.no_flippers
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PHX
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3
ram.asm
3
ram.asm
@@ -65,6 +65,8 @@ LinkSubPixelVelocty = $7E002A ; Word length
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LinkAnimationStep = $7E002E ;
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LinkDirection = $7E002F ; $00 = Up | $02 = Down | $04 = Left | $06 = Right
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;
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FlagBY = $7E003A ; Bitfield for B and Y buttons.
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;
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OAMOffsetY = $7E0044 ;
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OAMOffsetX = $7E0045 ;
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LinkIncapacitatedTimer = $7E0046 ; Countdown when Link takes damage, not same as I-frames
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@@ -761,6 +763,7 @@ endmacro
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%assertRAM(LinkRecoilZ, $7E0029)
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%assertRAM(LinkAnimationStep, $7E002E)
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%assertRAM(LinkDirection, $7E002F)
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%assertRAM(FlagBY, $7E003A)
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%assertRAM(OAMOffsetY, $7E0044)
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%assertRAM(OAMOffsetX, $7E0045)
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%assertRAM(LinkIncapacitatedTimer, $7E0046)
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