- Implemented Bug_Fixes\Second_Brambler_Position_Fix
- Added symbols for all 65816 instructions the ZPS assembler supports (useful as both a reference and for writing inline-able code chunks)
- Finished inlining all shared helper functions
- Rewrote isPlayerLocked(A)
- Minor optimizations
No further work on Manual Block yet, but I got through the helper function cleanup I'd been needing to do.
Ended up curious about the brambler bug and looked into it for a change of pace. It was a near textbook example of an easily made mistake when programming in assembly:
1) load variable 1 in register A
2) write register A to variable 2
3) copy register A to register X (instead of explicitly loading variable 1 in register X) to save a byte
-- later added a new load and store between steps 2 and 3, so the wrong value gets copied into register Xhmsong
, Run_Freely is supposed to be affected by confusion, but I don't recall how I intended it to affect Run_Requires_D-Pad; I'll need to take a look.
I do recall the Magic Recharging timing issue for projectile-style spells, but it's just not something I've ever gotten to. Since Magic Recharging is one of zhaDe's NGI features, I don't know the exact specifics of how it works since I didn't make it, so it's a big time investment to investigate, let alone do something about. On the to do list, so, someday.
Regarding Spells_Pause_Gameplay, hm, that's rather interesting, I wonder why that behavior varies for bosses... the special level 9 spell animations, like the fireball serpent, or fire bouquet, or evil gate, surely must still pause. I'm hoping this is an easy fix and just a second bit of boss-specific spell code that needs patching. Glad you spotted it though.CVReynolds
, I haven't spotted any issues with buff state after a load. I really need specifics on what isn't working as expected and how specifically to trigger it if I'm to fix it.
Got the second brambler's spawn position fixed though. I only really tested on Boreal Face, but can't image it'll be any different for Tropicallo. Famous last words...mrjane
, like hmsong implied, that should be a side effect of Balance\Bonus_Weapon_Damage\Strong_Element_Immunity that was fixed in version 191216.