ref: cacca8bf549892c85f3e9e7351a2090f1f314d3d
parent: e29fca223ac5f93992736d20c5d3d68e1c955123
author: Snesrev <[email protected]>
date: Fri Sep 23 08:22:54 EDT 2022
Workaround a possible zelda chest minigame bug (Related to #113) - It reads from index 0x14a4 of the chest array...?
--- a/dungeon.c
+++ b/dungeon.c
@@ -5842,24 +5842,23 @@
*chest_position = pos * 2;
- WORD(dung_bg2_attr_table[pos]) = 0x202;
- WORD(dung_bg2_attr_table[pos + 64]) = 0x202;
+ WORD(dung_bg2_attr_table[pos + XY(0, 0)]) = 0x202;
+ WORD(dung_bg2_attr_table[pos + XY(0, 1)]) = 0x202;
- pos += XY(0, 2);
-
const uint16 *src = SrcPtr(0x14A4);
- dung_bg2[pos + XY(0, 0)] = src[0];
- dung_bg2[pos + XY(0, 1)] = src[1];
- dung_bg2[pos + XY(1, 0)] = src[2];
- dung_bg2[pos + XY(1, 1)] = src[3];
- uint16 yy = 0x14A4; // wtf
+ int pos_wrong = pos + XY(0, 2); // zelda bug?
+ dung_bg2[pos_wrong + XY(0, 0)] = src[0];
+ dung_bg2[pos_wrong + XY(0, 1)] = src[1];
+ dung_bg2[pos_wrong + XY(1, 0)] = src[2];
+ dung_bg2[pos_wrong + XY(1, 1)] = src[3];
+ // The orig asm code seems to access invalid vram here because it indexes by 0x14a4
uint16 *dst = &vram_upload_data[vram_upload_offset >> 1];
- dst[0] = RoomTag_BuildChestStripes((pos + 0) * 2, yy);
- dst[3] = RoomTag_BuildChestStripes((pos + 64) * 2, yy);
- dst[6] = RoomTag_BuildChestStripes((pos + 1) * 2, yy);
- dst[9] = RoomTag_BuildChestStripes((pos + 65) * 2, yy);
+ dst[0] = Dungeon_MapVramAddr(pos + 0);
+ dst[3] = Dungeon_MapVramAddr(pos + 64);
+ dst[6] = Dungeon_MapVramAddr(pos + 1);
+ dst[9] = Dungeon_MapVramAddr(pos + 65);
dst[2] = src[0];
dst[5] = src[1];