Fix problems with mystery hidden item total
Upgrade blue enemy drop indicator to work with caves
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@@ -361,7 +361,7 @@ SetupEnemyDropIndicator:
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; compass checks
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; does compass for dungeon exist?
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LSR : TAX : LDA.l ExistsTransfer, X : TAX : LDA.l CompassExists, X : BEQ .skipCompassChecks
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; doe we have the compass
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; do we have the compass
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; todo: sewers?
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LDA.l CompassField : LDX.w $040C : AND.l DungeonMask, X : BEQ .done
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@@ -519,13 +519,15 @@ RTS
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; output - A the correct bitmask
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FetchBitmaskForSpecialCase:
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ASL : TAX
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LDA.w $040C : BNE + ; could check if we are in a cave here and branch to different function?
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LDA.w $040C : BNE + ; here and branch to different function?
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INC #2 ; move sewers to HC
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+ CMP.w #$00FF : BNE + ; check if we are in a cave
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LDA.l PreviousOverworldDoor : AND.w #$00FF ; use this instead of dungeon id
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+ STA.b $02
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- LDA.l UWSpecialFlag, X : AND.w #$00FF
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CMP.w #$00FF : BNE + ; if the value is FF we are done, use 0 as bitmask
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LDA.w #$0000 : RTS
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+ CMP.b $02 : BNE + ; if the value matches the dungeon, use next 2 bytes as bitmasl
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+ CMP.b $02 : BNE + ; if the value matches the dungeon, use next 2 bytes as bitmask
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INX : LDA.l UWSpecialFlag, X : RTS
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+ INX #3 : BRA - ; else move to the next row
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