rngfixes: make enemy drop rng static during the standard escape sequence
This only applies between picking up the Uncle item and dropping off zelda, not rain state in general
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@@ -1491,6 +1491,9 @@ org $1DBAB1 ; <- EBAB1 - sprite_sidenexx.asm : 314 (JSL GetRandomInt : AND.b #$0
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JSL.l RNG_Trinexx
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org $1DBAC3 ; <- EBAC3 - sprite_sidenexx.asm : 323 (JSL GetRandomInt : AND.b #$0F : ADD.b #$0C : STA $02 : STZ $03)
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JSL.l RNG_Trinexx
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;--------------------------------------------------------------------------------
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org $6F9B8 ; <- 379B8 - bank06.asm : 6693 (JSL GetRandomInt : PLY : AND $FA5C, Y : BNE BRANCH_MU)
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JSL.l RNG_Enemy_Drops
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;================================================================================
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; HUD Changes
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;--------------------------------------------------------------------------------
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14
rngfixes.asm
14
rngfixes.asm
@@ -4,8 +4,7 @@
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RigDigRNG:
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LDA $7FFE01 : CMP.l DiggingGameRNG : !BGE .forceHeart
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.normalItem
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JSL $0DBA71 ; GetRandomInt
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RTL
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JML GetRandomInt
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.forceHeart
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LDA $7FFE00 : BNE .normalItem
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LDA #$04
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@@ -15,7 +14,7 @@ RigChestRNG:
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JSL.l DecrementChestCounter
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LDA $04C4 : CMP.l ChestGameRNG : BEQ .forceHeart
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.normalItem
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JSL $0DBA71 ; GetRandomInt
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JSL GetRandomInt
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AND.b #$07 ; restrict values to 0-7
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CMP #$07 : BEQ .notHeart
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JSL.l DecrementItemCounter
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@@ -29,7 +28,7 @@ RTL
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JSL.l DecrementItemCounter
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;LDA #$00 ; bullshit rupee farming in chest game
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JSL $0DBA71 ; GetRandomInt ; spam RNG until we stop getting the prize item
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JSL GetRandomInt ; spam RNG until we stop getting the prize item
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AND.b #$07 ; restrict values to 0-7
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CMP #$07 : BNE + ; player got prize item AGAIN
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LDA.b #$00 ; give them money instead
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@@ -97,6 +96,11 @@ RNG_Ganon_Extra_Warp:
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+
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PLA
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RTL
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RNG_Enemy_Drops:
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LDA.l $7EF3C5 : CMP #$01 : BEQ + ; drops are static after uncle pickup & before rescuing zelda
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JML GetRandomInt
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+
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LDA.b #$0F
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_rng_done:
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JSL.l GetStaticRNG
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RTL
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@@ -142,5 +146,5 @@ dw #$02C0 ; 11 = Agahnim 2
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dw #$0300 ; 12 = Agahnim 2 Phantoms
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dw #$0340 ; 13 = Ganon
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dw #$0380 ; 14 = Ganon Extra Warp
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dw #$03C0 ; 15 = Unused
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dw #$03C0 ; 15 = Standard Escape Enemy Drops
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;--------------------------------------------------------------------------------
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