;================================================================================ ; Fairy Changes & Fixes ;-------------------------------------------------------------------------------- RefillHealthPlusMagic: LDA BigFairyHealth : STA $7EF372 RTL ;-------------------------------------------------------------------------------- RefillHealthPlusMagic8bit: LDA BigFairyHealth : STA $7EF372 LDA BigFairyMagic : STA $7EF373 RTL ;-------------------------------------------------------------------------------- CheckFullHealth: LDA BigFairyHealth : BEQ + LDA $7EF36D : CMP $7EF36C : BNE .player_hp_not_full_yet + LDA BigFairyMagic : BEQ + LDA $7EF36E : CMP.b #$80 : BNE .player_mp_not_full_yet + LDA.b #$00 RTL .player_hp_not_full_yet .player_mp_not_full_yet LDA.b #$01 RTL ;-------------------------------------------------------------------------------- FairyPond_Init: LDA.l Restrict_Ponds : BNE + LDA.b #$48 JSL.l Sprite_ShowMessageFromPlayerContact RTL + PHY : JSL.l Sprite_CheckDamageToPlayerSameLayerLong : BCC + LDA $7EF35C : CMP.b #$02 : BNE ++ : LDA.b #$1C : PHA : BRA .emptyBottle : ++ LDA $7EF35D : CMP.b #$02 : BNE ++ : LDA.b #$1D : PHA : BRA .emptyBottle : ++ LDA $7EF35E : CMP.b #$02 : BNE ++ : LDA.b #$1E : PHA : BRA .emptyBottle : ++ LDA $7EF35F : CMP.b #$02 : BNE ++ : LDA.b #$1F : PHA : BRA .emptyBottle : ++ .noInventory LDA.b #$0A : STA $0D80, X LDA.b #$51 LDY.b #$01 JSL.l Sprite_ShowMessageFromPlayerContact JMP .cleanup .emptyBottle LDA.b #$02 : STA $0D80, X ;JSL Player_ResetState ; If we continue to have issues, add this in too. (After determining the address for it) STZ $2F LDA.b #$01 : STA $02E4 PLA : STA $1CE8 .cleanup STZ $0EB0, X ; Clear the sprite's item-given variable CLC ; skip rest of original function + : PLY RTL ;--------------------------------------------------------------------------------