ROM Fixes
- Fix standing item dupe respawns - Fix Hera boss room falling fade out
This commit is contained in:
2
Rom.py
2
Rom.py
@@ -38,7 +38,7 @@ from source.dungeon.RoomList import Room0127
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JAP10HASH = '03a63945398191337e896e5771f77173'
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JAP10HASH = '03a63945398191337e896e5771f77173'
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RANDOMIZERBASEHASH = '52317b2dd4fb303887f26ecc40a4cae3'
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RANDOMIZERBASEHASH = 'de030c9fec5157af4ad1cf1948428210'
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class JsonRom(object):
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class JsonRom(object):
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@@ -169,11 +169,6 @@ plb : rtl
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nop #3
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nop #3
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+
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+
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; follower hooks
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;org $8689D9
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;SpritePrep_BombShoppe:
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;JML BombShoppe_ConditionalSpawn : NOP
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;Code
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;Code
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org $aa8800
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org $aa8800
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OWTransitionDirection:
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OWTransitionDirection:
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@@ -541,7 +536,6 @@ OWBonkDrops:
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INX : LDA.w OWBonkPrizeData,X : PHX : PHA ; S = FlagBitmask, X (row + 2)
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INX : LDA.w OWBonkPrizeData,X : PHX : PHA ; S = FlagBitmask, X (row + 2)
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LDX.b $8A : LDA.l OverworldEventDataWRAM,X : AND 1,S : PHA : BNE + ; S = Collected, FlagBitmask, X (row + 2)
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LDX.b $8A : LDA.l OverworldEventDataWRAM,X : AND 1,S : PHA : BNE + ; S = Collected, FlagBitmask, X (row + 2)
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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
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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
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; JSLSpriteSFX_QueueSFX3WithPan
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+
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+
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LDA 3,S : TAX : INX : LDA.w OWBonkPrizeData,X
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LDA 3,S : TAX : INX : LDA.w OWBonkPrizeData,X
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PHA : INX : LDA.w OWBonkPrizeData,X : BEQ +
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PHA : INX : LDA.w OWBonkPrizeData,X : BEQ +
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@@ -873,7 +867,6 @@ OWNewDestination:
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++ lda $84 : !add 1,s : sta $84 : pla : pla
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++ lda $84 : !add 1,s : sta $84 : pla : pla
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.adjustMainAxis
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.adjustMainAxis
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;LDA $84 : SEC : SBC #$0400 : AND #$0F80 : ASL : XBA : STA $88 ; vram
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LDA $84 : SEC : SBC #$0400 : AND #$0F00 : ASL : XBA : STA $88 ; vram
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LDA $84 : SEC : SBC #$0400 : AND #$0F00 : ASL : XBA : STA $88 ; vram
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LDA $84 : SEC : SBC #$0010 : AND #$003E : LSR : STA $86
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LDA $84 : SEC : SBC #$0010 : AND #$003E : LSR : STA $86
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@@ -936,7 +929,6 @@ OWNewDestination:
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sep #$30 : lda $04 : and #$3f : !add OWOppSlotOffset,y : asl : sta $700
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sep #$30 : lda $04 : and #$3f : !add OWOppSlotOffset,y : asl : sta $700
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; crossed OW shuffle and terrain
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; crossed OW shuffle and terrain
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;lda $8a : JSR OWDetermineScreensPaletteSet : STX $04
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ldx $05 : ldy $08 : jsr OWWorldTerrainUpdate
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ldx $05 : ldy $08 : jsr OWWorldTerrainUpdate
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ldx $8a : lda $05 : sta $8a : stx $05 ; $05 is prev screen id, $8a is dest screen
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ldx $8a : lda $05 : sta $8a : stx $05 ; $05 is prev screen id, $8a is dest screen
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@@ -1161,14 +1153,6 @@ OWEndScrollTransition:
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RTL
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RTL
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}
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}
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; BombShoppe_ConditionalSpawn:
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; {
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; nop
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; INC.w $0BA0,X : LDA.b #$B5 ; what we wrote over
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; JML SpritePrep_BombShoppe+5
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; nop#20
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; }
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;Data
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;Data
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org $aaa000
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org $aaa000
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OWEdgeOffsets:
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OWEdgeOffsets:
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