@@ -29,6 +29,7 @@ OnDungeonBossExit:
|
|||||||
JSL.l StatTransitionCounter
|
JSL.l StatTransitionCounter
|
||||||
LDX.w DungeonID : BMI +
|
LDX.w DungeonID : BMI +
|
||||||
LDA.w RoomIndex : CMP.b #$0D : BEQ .aga2
|
LDA.w RoomIndex : CMP.b #$0D : BEQ .aga2
|
||||||
|
LDA.w RoomIndex : CMP.b #$20 : BEQ .aga
|
||||||
.set_completed
|
.set_completed
|
||||||
REP #$20
|
REP #$20
|
||||||
LDA.l DungeonItemMasks, X : ORA.l DungeonsCompleted : STA.l DungeonsCompleted
|
LDA.l DungeonItemMasks, X : ORA.l DungeonsCompleted : STA.l DungeonsCompleted
|
||||||
@@ -37,6 +38,9 @@ OnDungeonBossExit:
|
|||||||
RTL
|
RTL
|
||||||
.aga2
|
.aga2
|
||||||
CPX.b #$1A : BEQ .set_completed
|
CPX.b #$1A : BEQ .set_completed
|
||||||
|
RTL
|
||||||
|
.aga
|
||||||
|
CPX.b #$08 : BEQ .set_completed
|
||||||
RTL
|
RTL
|
||||||
;--------------------------------------------------------------------------------
|
;--------------------------------------------------------------------------------
|
||||||
OnPlayerDead:
|
OnPlayerDead:
|
||||||
|
|||||||
@@ -211,7 +211,10 @@ LoadIndoorValue:
|
|||||||
LDA.l StandingKey_Hera
|
LDA.l StandingKey_Hera
|
||||||
JMP .done
|
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
|
.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
|
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
|
PLP
|
||||||
@@ -274,7 +277,10 @@ LoadOutdoorValue:
|
|||||||
%GetPossiblyEncryptedItem(HeartPiece_Zora, HeartPieceOutdoorValues)
|
%GetPossiblyEncryptedItem(HeartPiece_Zora, HeartPieceOutdoorValues)
|
||||||
JMP .done
|
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
|
.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
|
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
|
PLP
|
||||||
|
|||||||
@@ -443,10 +443,10 @@ CreditsLineBlank:
|
|||||||
|
|
||||||
%blankline()
|
%blankline()
|
||||||
|
|
||||||
%bigcredits("MATRETHEWEY IBAZLY")
|
%bigcredits(" MATRETHEWEY ")
|
||||||
|
|
||||||
%blankline()
|
%blankline()
|
||||||
%bigcredits("FISH_WAFFLE64 KRELBEL")
|
%bigcredits("FISH_WAFFLE64 IBAZLY")
|
||||||
|
|
||||||
%blankline()
|
%blankline()
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user