Fixed issue with forced HP on Good Bee Bonk Location

This commit is contained in:
codemann8
2023-03-12 21:46:10 -05:00
parent 142f158c27
commit 4c887ca044
3 changed files with 10 additions and 11 deletions

View File

@@ -416,13 +416,13 @@ OWBonkGoodBeeDrop:
LDA.l RoomDataWRAM[$0120].high : AND.b #$02 : PHA : BNE + ; check if collected
LDA.b #$1B : STA $12F ; JSL Sound_SetSfx3PanLong ; seems that when you bonk, there is a pending bonk sfx, so we clear that out and replace with reveal secret sfx
+
LDA.l OWBonkPrizeData+(42*6+4) : BEQ + ; multiworld item
LDA.l OWBonkPrizeData+(42*6+3)
LDA.l OWBonkPrizeTable[42].mw_player : BEQ + ; multiworld item
LDA.l OWBonkPrizeTable[42].loot
JMP .spawn_item
+
.determine_type ; S = Collected, FlagBitmask, X (row + 2)
LDA.l OWBonkPrizeData+(42*6+3) ; A = item id
LDA.l OWBonkPrizeTable[42].loot ; A = item id
CMP.b #$B0 : BNE +
LDA.b #$79 : JMP .sprite_transform ; transform to bees
+ CMP.b #$42 : BNE +
@@ -455,7 +455,7 @@ OWBonkGoodBeeDrop:
+ CMP.b #$B2 : BNE +
LDA.b #$E3 : BRA .sprite_transform ; transform to fairy
+ CMP.b #$B3 : BNE .spawn_item
INX : INX : LDA.l OWBonkPrizeData+(42*6+5)
INX : INX : LDA.l OWBonkPrizeTable[42].vert_offset
CLC : ADC.b #$08 : PHA
LDA.w $0D00,Y : SEC : SBC.b 1,S : STA.w $0D00,Y
LDA.w $0D20,Y : SBC.b #$00 : STA.w $0D20,Y : PLX
@@ -469,14 +469,14 @@ OWBonkGoodBeeDrop:
LDA.l RoomDataWRAM[$0120].high : ORA.b #$02 : STA.l RoomDataWRAM[$0120].high
REP #$20
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
SEP #$20
BRA .return
; spawn itemget item
.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected
PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : BRA .return
+ LDA.l OWBonkPrizeData+(42*6+4) : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
+ LDA.l OWBonkPrizeTable[42].mw_player : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.b #$01 : STA !REDRAW
@@ -494,10 +494,10 @@ OWBonkGoodBeeDrop:
LDA.b #$00 : STA.w $0F20,Y ; layer the sprite is on
; sets OW event bitmask flag, uses free RAM
LDA.l OWBonkPrizeData+(42*6+2) : STA.w $0ED0,Y
LDA.l OWBonkPrizeTable[42].flag : STA.w $0ED0,Y
; determines the initial spawn point of item
LDA.w $0D00,Y : SEC : SBC.l OWBonkPrizeData+(42*6+5) : STA.w $0D00,Y
LDA.w $0D00,Y : SEC : SBC.l OWBonkPrizeTable[42].vert_offset : STA.w $0D00,Y
LDA.w $0D20,Y : SBC #$00 : STA.w $0D20,Y
LDA.b #$01 : STA !REDRAW : STA !FORCE_HEART_SPAWN
@@ -506,7 +506,6 @@ OWBonkGoodBeeDrop:
PLY
LDA #$08 ; makes original good bee not spawn
RTL
nop #20
}
; Y = sprite slot index of bonk sprite
@@ -591,7 +590,7 @@ OWBonkDrops:
LDX.b $8A : LDA.l OverworldEventDataWRAM,X : ORA 1,S : STA.l OverworldEventDataWRAM,X
REP #$20
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
SEP #$20
+ JMP .return