shithub: zelda3

Download patch

ref: 73a7155f7f77816312e2c05ef0559fe520aba6c9
parent: 5baed18b311a8f745f5a51080a3aabdd2071cdf7
author: Snesrev <[email protected]>
date: Sat Oct 8 23:01:34 EDT 2022

Fix messed up module index when using bottles in a transition (#126)

This was caused by the door transition code assuming that the module
and submodule indexes were 7,0. But when using a bottle this got changed
to module 14, which was then incorrectly modified.

--- a/dungeon.c
+++ b/dungeon.c
@@ -2052,6 +2052,7 @@
 }
 
 void Dungeon_StartInterRoomTrans_Left() {
+  assert(submodule_index == 0);
   link_quadrant_x ^= 1;
   Dungeon_AdjustQuadrant();
   RoomBounds_SubA(&room_bounds_x);
@@ -2058,7 +2059,7 @@
   Dung_SaveDataForCurrentRoom();
   DungeonTransition_AdjustCamera_X(link_quadrant_x ^ 1);
   HandleEdgeTransition_AdjustCameraBoundaries(3);
-  submodule_index++;
+  submodule_index = 1;
   if (link_quadrant_x) {
     RoomBounds_SubB(&room_bounds_x);
     BYTE(dungeon_room_index_prev) = dungeon_room_index;
@@ -2072,7 +2073,7 @@
       }
       dungeon_room_index--;
     }
-    submodule_index += 1;
+    submodule_index = 2;
     if (room_transitioning_flags & 1) {
       link_is_on_lower_level ^= 1;
       link_is_on_lower_level_mirror = link_is_on_lower_level;
@@ -2091,6 +2092,7 @@
 }
 
 void Dungeon_StartInterRoomTrans_Up() {
+  assert(submodule_index == 0);
   link_quadrant_y ^= 2;
   Dungeon_AdjustQuadrant();
   RoomBounds_SubA(&room_bounds_y);
@@ -2097,7 +2099,7 @@
   Dung_SaveDataForCurrentRoom();
   DungeonTransition_AdjustCamera_Y(link_quadrant_y ^ 2);
   HandleEdgeTransition_AdjustCameraBoundaries(1);
-  submodule_index++;
+  submodule_index = 1;
   if (link_quadrant_y) {
     RoomBounds_SubB(&room_bounds_y);
     BYTE(dungeon_room_index_prev) = dungeon_room_index;
@@ -2119,7 +2121,7 @@
       Dungeon_AdjustAfterSpiralStairs();
     }
     BYTE(dungeon_room_index) -= 0x10;
-    submodule_index += 1;
+    submodule_index = 2;
     if (room_transitioning_flags & 1) {
       link_is_on_lower_level ^= 1;
       link_is_on_lower_level_mirror = link_is_on_lower_level;
@@ -2133,6 +2135,7 @@
 }
 
 void Dungeon_StartInterRoomTrans_Down() {
+  assert(submodule_index == 0);
   link_quadrant_y ^= 2;
   Dungeon_AdjustQuadrant();
   RoomBounds_AddA(&room_bounds_y);
@@ -2139,7 +2142,7 @@
   Dung_SaveDataForCurrentRoom();
   DungeonTransition_AdjustCamera_Y(link_quadrant_y);
   HandleEdgeTransition_AdjustCameraBoundaries(0);
-  submodule_index++;
+  submodule_index = 1;
   if (!link_quadrant_y) {
     RoomBounds_AddB(&room_bounds_y);
     BYTE(dungeon_room_index_prev) = dungeon_room_index;
@@ -2153,7 +2156,7 @@
       Dungeon_AdjustAfterSpiralStairs();
     }
     BYTE(dungeon_room_index) += 16;
-    submodule_index += 1;
+    submodule_index = 2;
     if (room_transitioning_flags & 1) {
       link_is_on_lower_level ^= 1;
       link_is_on_lower_level_mirror = link_is_on_lower_level;
@@ -7958,6 +7961,7 @@
 }
 
 void Dungeon_StartInterRoomTrans_Right() {  // 82b63a
+  assert(submodule_index == 0);
   link_quadrant_x ^= 1;
   Dungeon_AdjustQuadrant();
   RoomBounds_AddA(&room_bounds_x);
@@ -7964,7 +7968,7 @@
   Dung_SaveDataForCurrentRoom();
   DungeonTransition_AdjustCamera_X(link_quadrant_x);
   HandleEdgeTransition_AdjustCameraBoundaries(2);
-  submodule_index++;
+  submodule_index = 1;
   if (!link_quadrant_x) {
     RoomBounds_AddB(&room_bounds_x);
     BYTE(dungeon_room_index_prev) = dungeon_room_index;
@@ -7978,7 +7982,7 @@
       }
       dungeon_room_index += 1;
     }
-    submodule_index += 1;
+    submodule_index = 2;
     if (room_transitioning_flags & 1) {
       link_is_on_lower_level ^= 1;
       link_is_on_lower_level_mirror = link_is_on_lower_level;
--- a/player.c
+++ b/player.c
@@ -242,14 +242,20 @@
       Link_HandleYItem();
       if (sram_progress_indicator != 0) {
         Link_HandleSwordCooldown();
-        if (link_player_handler_state == 3) {
-          link_x_vel = link_y_vel = 0;
-          goto getout_dostuff;
-        }
       }
     }
   }
 
+  // Ensure we're not handling potions. Things further
+  // down don't assume this and change the module indexes randomly.
+  // Also check for spin attack for some reason.
+  if ((enhanced_features0 & kFeatures0_MiscBugFixes) && main_module_index == 14 && submodule_index != 2 ||
+      link_player_handler_state == 3) {
+    link_x_vel = link_y_vel = 0;
+    goto getout_dostuff;
+  }
+
+
   Link_HandleCape_passive_LiftCheck();
   if (link_incapacitated_timer) {
     link_moving_against_diag_tile = 0;
@@ -6062,6 +6068,14 @@
 
   link_x_page_movement_delta = 0;
   link_y_page_movement_delta = 0;
+
+  // Using a potion might have changed us into a different module, and the routines
+  // below just increment the submodule value, causing all kinds of havoc.
+  // There's an added return to catch the same behavior a bit up, but this one catches more cases,
+  // at the expense of link already having done his movement, so by returning here we might
+  // miss handling the door causing other kinds of issues.
+  if ((enhanced_features0 & kFeatures0_MiscBugFixes) && !(main_module_index == 7 && submodule_index == 0))
+    return;
 
   if (link_direction_last & 0xC && is_standing_in_doorway == 1) {
     if (link_direction_last & 4) {