Change conditions for extended minimaps + dynamic load#2579
Change conditions for extended minimaps + dynamic load#2579djevangelia wants to merge 6 commits into
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Updated the Lake Hylia code, fixes #1567. This has the unfortunate consequence that when the level reaches the lowest point, there is a sudden swap of the water texture due to Lake Hylia water having two different display lists of high and low water. This could be something to look at for someone who is interested in graphics hacking. For easier testing, Morpha flag toggle (don't use with Iron Boots): |
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Change the conditions for extended minimaps to fit randomizer and make loading dynamic. Implements/"fixes" #2403.
Changes have been made in line with the suggestions in the issue and comment:
Changes have been made to the Lake Hylia water functions, but nothing regarding gameplay function. Rather just things like setting action function
DoNothingif Morpha not killed (instead of always setting and running the water level function) and not checking Morpha kill in the water level function (because it has already been checked by the gossip stone - and surely, it shouldn't be needed there either, becauseDoNothingwould be set if not killed?).Also, I added static asserts to the sizes of
z64_game_t,z64_link_tandz64_file_tbecause it's so easy to get lost when replacing unknown chars with the real members and getting very amusing bugs that are totally impossible to debug until you remember you tinkered with one such file.Disassembly
Map_InitData NTSC 1.0 matching disassembly here https://gist.github.com/djevangelia/cc1bfe60ad98f9d4c4c6fc6aa6793f39
Testing
Tested in Ares recent nightly build.
Looks like this: https://www.youtube.com/watch?v=GaAn8YkbORA
I removed the Morpha requirement here, but have tested with it both before and after killing.