diff --git a/events.asm b/events.asm index b582c4a..9587aa4 100644 --- a/events.asm +++ b/events.asm @@ -29,6 +29,7 @@ OnDungeonBossExit: JSL.l StatTransitionCounter LDX.w DungeonID : BMI + LDA.w RoomIndex : CMP.b #$0D : BEQ .aga2 + LDA.w RoomIndex : CMP.b #$20 : BEQ .aga .set_completed REP #$20 LDA.l DungeonItemMasks, X : ORA.l DungeonsCompleted : STA.l DungeonsCompleted @@ -37,6 +38,9 @@ OnDungeonBossExit: RTL .aga2 CPX.b #$1A : BEQ .set_completed +RTL + .aga + CPX.b #$08 : BEQ .set_completed RTL ;-------------------------------------------------------------------------------- OnPlayerDead: diff --git a/heartpieces.asm b/heartpieces.asm index 7243aa2..c54f10c 100644 --- a/heartpieces.asm +++ b/heartpieces.asm @@ -211,7 +211,10 @@ LoadIndoorValue: LDA.l StandingKey_Hera JMP .done + - LDA.w #$0017 ; default to a normal hp + PHX + LDX.w CurrentSpriteSlot ; If we're on a different screen ID via glitches load the sprite + LDA.w SpriteID,X ; we can see and are interacting with + PLX .done AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before PLP @@ -274,7 +277,10 @@ LoadOutdoorValue: %GetPossiblyEncryptedItem(HeartPiece_Zora, HeartPieceOutdoorValues) JMP .done + - LDA.w #$0017 ; default to a normal hp + PHX + LDX.w CurrentSpriteSlot ; If we're on a different screen ID via glitches load the sprite + LDA.w SpriteID,X ; we can see and are interacting with. + PLX .done AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before PLP diff --git a/stats/credits.asm b/stats/credits.asm index 9661e5c..8466385 100644 --- a/stats/credits.asm +++ b/stats/credits.asm @@ -443,10 +443,10 @@ CreditsLineBlank: %blankline() -%bigcredits("MATRETHEWEY IBAZLY") +%bigcredits(" MATRETHEWEY ") %blankline() -%bigcredits("FISH_WAFFLE64 KRELBEL") +%bigcredits("FISH_WAFFLE64 IBAZLY") %blankline()