diff --git a/Rom.py b/Rom.py index 60d4eadc..5c1c2ced 100644 --- a/Rom.py +++ b/Rom.py @@ -38,7 +38,7 @@ from source.dungeon.RoomList import Room0127 JAP10HASH = '03a63945398191337e896e5771f77173' -RANDOMIZERBASEHASH = 'baa1135c06e1e38d4005ba3c7acb977b' +RANDOMIZERBASEHASH = '8e95ee70d7afec407016449e86439550' class JsonRom(object): diff --git a/asm/owrando.asm b/asm/owrando.asm index 7b51e697..614fffd0 100644 --- a/asm/owrando.asm +++ b/asm/owrando.asm @@ -436,7 +436,7 @@ OWBonkGoodBeeDrop: JMP .spawn_item + - .determine_type ; S = Collected, FlagBitmask, X (row + 2) + .determine_type ; S = Collected LDA.l OWBonkPrizeTable[42].loot ; A = item id CMP.b #$B0 : BNE + LDA.b #$79 : JMP .sprite_transform ; transform to bees @@ -480,13 +480,13 @@ OWBonkGoodBeeDrop: JSL.l OWBonkSpritePrep .mark_collected ; S = Collected - PLA : BNE .return + PLA : BNE + LDA.l RoomDataWRAM[$0120].high : ORA.b #$02 : STA.l RoomDataWRAM[$0120].high REP #$20 LDA.l TotalItemCounter : INC : STA.l TotalItemCounter SEP #$20 - BRA .return + + BRA .return ; spawn itemget item .spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected @@ -498,15 +498,18 @@ OWBonkGoodBeeDrop: LDA.b #$EB : STA.l $7FFE00 JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite + TYX : STZ.w $0F20,X ; layer the sprite is on + ; affects the rate the item moves in the Y/X direction - LDA.b #$00 : STA.w $0D40,Y + STZ.w $0D40,X LDA.b #$0A : STA.w $0D50,Y - LDA.b #$20 : STA.w $0F80,Y ; amount of force (gives height to the arch) + LDA.b #$1A : STA.w $0F80,Y ; amount of force (gives height to the arch) LDA.b #$FF : STA.w $0B58,Y ; stun timer LDA.b #$30 : STA.w $0F10,Y ; aux delay timer 4 ?? dunno what that means - LDA.b #$00 : STA.w $0F20,Y ; layer the sprite is on + ; sets the tile type that is underneath the sprite, water + LDA.b #$09 : STA.l $7FF9C2,X ; TODO: Figure out how to get the game to set this ; sets OW event bitmask flag, uses free RAM LDA.l OWBonkPrizeTable[42].flag : STA.w $0ED0,Y @@ -625,7 +628,7 @@ OWBonkDrops: LDA.b #$00 : STA.w $0D40,Y LDA.b #$0A : STA.w $0D50,Y - LDA.b #$20 : STA.w $0F80,Y ; amount of force (gives height to the arch) + LDA.b #$1A : STA.w $0F80,Y ; amount of force (gives height to the arch) LDA.b #$FF : STA.w $0B58,Y ; stun timer LDA.b #$30 : STA.w $0F10,Y ; aux delay timer 4 ?? dunno what that means diff --git a/data/base2current.bps b/data/base2current.bps index 6c525c07..9ddd927b 100644 Binary files a/data/base2current.bps and b/data/base2current.bps differ