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Implement ISG #188

Merged
merged 3 commits into from
Jul 20, 2021
Merged

Implement ISG #188

merged 3 commits into from
Jul 20, 2021

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PhlexPlexico
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I saw this feature being asked for by a few people. Since it shouldn't directly interfere with gameplay, unless specifically activated (pickup item while shielding and swinging). I've checked both on patched and non-patched versions of the game to see if this implementation works, and they both had the same expected behaviour (8 slashes with kokiri sword to kill Gibdos). It appears that this implementation should not impact any regular game play.

I saw this feature being asked for by a few people. Since it shouldn't directly interfere with gameplay, unless specifically activated (pickup item while shielding and swinging). I've checked both on patched and non-patched versions of the game to see if this implementation works, and they both had the same expected behaviour (8 slashes with kokiri sword to kill Gibdos). It appears that this implementation should not impact any regular game play.
hooks/rst_isg,hks Outdated Show resolved Hide resolved
@leoetlino
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Whoops, sorry for forgetting about this! Has the relative branch been tested? I don't really have enough time to test changes so I'll trust you and merge if this has been tested after you converted the branches into relative jumps

@PhlexPlexico
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Aside from the comma existing instead of a period, I did test it once more and it seemed to pass all my cases. A few are listed:

  • Make sure it can't be triggered through regular sword swinging/unintentionally.
  • Other forms don't cause UB or crashing.
  • Damage is still the same on crouch stabs/slashes/etc.

I believe this should be good to go!

@leoetlino leoetlino merged commit c28f699 into leoetlino:master Jul 20, 2021
PhlexPlexico pushed a commit to PhlexPlexico/project-restoration that referenced this pull request Aug 4, 2021
rst: Move custom message logic out of game/

Remove more extern "C"

game: Fix GlobalContext pause flag definition

New field definitions in player.h and actor.h.

Some have a few explanations as to what they really mean as well.

Update boss lines to ztarget_pos

Update common_data.h and main.cpp (leoetlino#174)

* Update common_data.h and main.cpp

Some more decomp'd things like the RespawnData.

Increased assert size due to the fact that sub13s[8]  contains respawn data.

Created RespawnData struct.

Found some BitFields that indicate counters for items.

Found bitfiled for sword and shield.

Include enums for sword and shield.

* Keep naming convention.

* Remove extra value in sub13s.

Update raw to u32.

Collect Register didn't change in main?

* Remove old BitField.

Update more structs in player.h and common_data.h (leoetlino#176)

* Update common_data.h and main.cpp

Some more decomp'd things like the RespawnData.

Increased assert size due to the fact that sub13s[8]  contains respawn data.

Created RespawnData struct.

Found some BitFields that indicate counters for items.

Found bitfiled for sword and shield.

Include enums for sword and shield.

* Keep naming convention.

* Remove extra value in sub13s.

Update raw to u32.

Collect Register didn't change in main?

* Remove old BitField.

* Update inventory registers.

* Include more common_data changes.

Include player changes.

game: Add memory allocator structures

game: Update player struct to add PlayerUtils

Update common_data.h and main.cpp

Some more decomp'd things like the RespawnData.

Increased assert size due to the fact that sub13s[8]  contains respawn data.

Created RespawnData struct.

Found some BitFields that indicate counters for items.

Found bitfiled for sword and shield.

Include enums for sword and shield.

Keep naming convention.

Remove extra value in sub13s.

Update raw to u32.

Collect Register didn't change in main?

Remove old BitField.

Update inventory registers.

Include more common_data changes.

Include player changes.

Update common_data struct.

Include rupee accumulator  and bottle contents array.

Change casing.

Update Common Data (leoetlino#187)

Implement ISG (leoetlino#188)

I saw this feature being asked for by a few people. Since it shouldn't directly interfere with gameplay, unless specifically activated (pickup item while shielding and swinging). I've checked both on patched and non-patched versions of the game to see if this implementation works, and they both had the same expected behaviour (8 slashes with kokiri sword to kill Gibdos). It appears that this implementation should not impact any regular game play.
@PhlexPlexico PhlexPlexico deleted the patch-isg branch August 4, 2021 17:55
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2 participants