Fixed "this" dungeon items for glitched modes
This commit is contained in:
6
Rom.py
6
Rom.py
@@ -438,7 +438,7 @@ def patch_rom(world, rom, player, team, is_mystery=False):
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if location.item.name in valid_pot_items and location.item.player == player:
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location.pot.item = valid_pot_items[location.item.name]
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else:
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code = handle_native_dungeon(location, itemid)
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code = itemid
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standing_item_flag = 0x80
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if location.item.player != player:
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standing_item_flag |= 0x40
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@@ -453,7 +453,7 @@ def patch_rom(world, rom, player, team, is_mystery=False):
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continue
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elif location.type == LocationType.Bonk:
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address = snes_to_pc(location.address)
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rom.write_byte(address, handle_native_dungeon(location, itemid))
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rom.write_byte(address, itemid)
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if location.item.player != player:
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rom.write_byte(address+1, location.item.player)
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else:
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@@ -463,8 +463,6 @@ def patch_rom(world, rom, player, team, is_mystery=False):
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continue
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if location.item is not None:
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# Keys in their native dungeon should use the original item code for keys
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itemid = handle_native_dungeon(location, itemid)
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if world.remote_items[player]:
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itemid = list(location_table.keys()).index(location.name) + 1
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assert itemid < 0x100
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@@ -558,8 +558,6 @@ class Sprite(object):
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if self.location is not None:
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item_id = self.location.item.code if self.location.item is not None else 0x5A
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code = 0xF9 if self.location.item.player != self.location.player else 0xF8
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if code == 0xF8:
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item_id = handle_native_dungeon(self.location, item_id)
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data.append(item_id)
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data.append(0 if code == 0xF8 else self.location.item.player)
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data.append(code)
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