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fix greg hint (and an RSK parsing issue) #2547
fix greg hint (and an RSK parsing issue) #2547
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Oh gosh.. I messed that up big time. Thanks for catching 😅
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Couple of questions about the text ID's that are used here.
// greg hint, we set it to 0x6E instead | ||
if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_GREG_HINT)) { | ||
this->actor.textId = 0x6E; | ||
} else { | ||
this->actor.textId = 0x84; //Thanks a lot! (Lost) | ||
} |
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What does the '0x6E' text ID correspond to? Is it an unused text ID?
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0x6E
is the text ID for talking to the treasure shop guy after winning the game, it's used on line 100
0x704C
is the text ID for talking to the treasure shop guy after buying a key but before going into the game
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I think I would've preferred a check for the treasure chest room ID inside OTRGlobals.cpp so all the checks for it would be in one file, but it's not a big deal overall. Thanks for the explanation.
} else if (Randomizer_GetSettingValue(RSK_GREG_HINT) && (textId == 0x704C || textId == 0x6E || textId == 0x84)) { | ||
} else if (Randomizer_GetSettingValue(RSK_GREG_HINT) && (textId == 0x704C || textId == 0x6E)) { |
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I see there's 2 text ID's here, what's the difference between the 2?
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I see there's 2 text ID's here, what's the difference between the 2?
They're both for the treasure minigame NPC
704C is the "with that key you can xxxx"
6E is the you're a good gambler
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